899 lines
33 KiB
Lua
899 lines
33 KiB
Lua
-- Actions code for Advanced NPC by Zorman2000
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---------------------------------------------------------------------------------------
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-- Action functionality
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---------------------------------------------------------------------------------------
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-- The NPCs will be able to perform five fundamental actions that will allow
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-- for them to perform any other kind of interaction in the world. These
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-- fundamental actions are: place a node, dig a node, put items on an inventory,
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-- take items from an inventory, find a node closeby (radius 3) and
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-- walk a step on specific direction. These actions will be set on an action queue.
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-- The queue will have the specific steps, in order, for the NPC to be able to do
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-- something (example, go to a specific place and put a chest there). The
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-- fundamental actions are added to the action queue to make a complete task for the NPC.
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npc.actions = {}
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-- Describes actions with doors or openable nodes
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npc.actions.const = {
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doors = {
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action = {
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OPEN = 1,
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CLOSE = 2
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},
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state = {
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OPEN = 1,
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CLOSED = 2
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}
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},
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beds = {
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LAY = 1,
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GET_UP = 2
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},
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sittable = {
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SIT = 1,
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GET_UP = 2
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}
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}
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---------------------------------------------------------------------------------------
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-- Actions
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---------------------------------------------------------------------------------------
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-- The following action alters the timer interval for executing actions, therefore
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-- making waits and pauses possible, or increase timing when some actions want to
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-- be performed faster, like walking.
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function npc.actions.set_interval(args)
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local self = args.self
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local new_interval = args.interval
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local freeze_mobs_api = args.freeze
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self.actions.action_interval = new_interval
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return not freeze_mobs_api
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end
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-- The following action is for allowing the rest of mobs redo API to be executed
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-- after this action ends. This is useful for times when no action is needed
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-- and the NPC is allowed to roam freely.
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function npc.actions.freeze(args)
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local freeze_mobs_api = args.freeze
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minetest.log("Received: "..dump(freeze_mobs_api))
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minetest.log("Returning: "..dump(not(freeze_mobs_api)))
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return not(freeze_mobs_api)
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end
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-- This action is to rotate to mob to a specifc direction. Currently, the code
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-- contains also for diagonals, but remaining in the orthogonal domain is preferrable.
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function npc.actions.rotate(args)
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local self = args.self
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local dir = args.dir
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local yaw = 0
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self.rotate = 0
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if dir == npc.direction.north then
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yaw = 0
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elseif dir == npc.direction.north_east then
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yaw = (7 * math.pi) / 4
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elseif dir == npc.direction.east then
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yaw = (3 * math.pi) / 2
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elseif dir == npc.direction.south_east then
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yaw = (5 * math.pi) / 4
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elseif dir == npc.direction.south then
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yaw = math.pi
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elseif dir == npc.direction.south_west then
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yaw = (3 * math.pi) / 4
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elseif dir == npc.direction.west then
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yaw = math.pi / 2
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elseif dir == npc.direction.north_west then
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yaw = math.pi / 4
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end
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self.object:setyaw(yaw)
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end
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-- This function will make the NPC walk one step on a
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-- specifc direction. One step means one node. It returns
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-- true if it can move on that direction, and false if there is an obstacle
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function npc.actions.walk_step(args)
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local self = args.self
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local dir = args.dir
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local speed = args.speed
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local vel = {}
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-- Set default node per seconds
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if speed == nil then
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speed = 0.98
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end
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if dir == npc.direction.north then
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vel = {x=0, y=0, z=speed}
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elseif dir == npc.direction.east then
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vel = {x=speed, y=0, z=0}
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elseif dir == npc.direction.south then
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vel = {x=0, y=0, z=-speed}
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elseif dir == npc.direction.west then
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vel = {x=-speed, y=0, z=0}
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end
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-- Rotate NPC
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npc.actions.rotate({self=self, dir=dir})
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-- Set velocity so that NPC walks
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self.object:setvelocity(vel)
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-- Set walk animation
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self.object:set_animation({
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x = npc.ANIMATION_WALK_START,
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y = npc.ANIMATION_WALK_END},
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self.animation.speed_normal, 0)
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end
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-- This action makes the NPC stand and remain like that
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function npc.actions.stand(args)
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local self = args.self
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local pos = args.pos
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local dir = args.dir
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-- Stop NPC
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self.object:setvelocity({x=0, y=0, z=0})
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-- If position given, set to that position
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if pos ~= nil then
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self.object:moveto(pos)
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end
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-- If dir given, set to that dir
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if dir ~= nil then
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npc.actions.rotate({self=self, dir=dir})
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end
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-- Set stand animation
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self.object:set_animation({
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x = npc.ANIMATION_STAND_START,
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y = npc.ANIMATION_STAND_END},
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self.animation.speed_normal, 0)
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end
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-- This action makes the NPC sit on the node where it is
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function npc.actions.sit(args)
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local self = args.self
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local pos = args.pos
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local dir = args.dir
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-- Stop NPC
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self.object:setvelocity({x=0, y=0, z=0})
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-- If position given, set to that position
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if pos ~= nil then
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self.object:moveto(pos)
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end
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-- If dir given, set to that dir
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if dir ~= nil then
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npc.actions.rotate({self=self, dir=dir})
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end
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-- Set sit animation
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self.object:set_animation({
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x = npc.ANIMATION_SIT_START,
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y = npc.ANIMATION_SIT_END},
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self.animation.speed_normal, 0)
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end
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-- This action makes the NPC lay on the node where it is
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function npc.actions.lay(args)
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local self = args.self
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local pos = args.pos
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-- Stop NPC
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self.object:setvelocity({x=0, y=0, z=0})
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-- If position give, set to that position
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if pos ~= nil then
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self.object:moveto(pos)
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end
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-- Set sit animation
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self.object:set_animation({
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x = npc.ANIMATION_LAY_START,
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y = npc.ANIMATION_LAY_END},
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self.animation.speed_normal, 0)
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end
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-- Inventory functions for players and for nodes
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-- This function is a convenience function to make it easy to put
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-- and get items from another inventory (be it a player inv or
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-- a node inv)
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function npc.actions.put_item_on_external_inventory(args)
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local self = args.self
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local player = args.player
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local pos = args.pos
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local inv_list = args.inv_list
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local item_name = args.item_name
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local count = args.count
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local is_furnace = args.is_furnace
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local inv
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if player ~= nil then
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inv = minetest.get_inventory({type="player", name=player})
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else
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inv = minetest.get_inventory({type="node", pos=pos})
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end
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-- Create ItemStack to put on external inventory
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local item = ItemStack(item_name.." "..count)
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-- Check if there is enough room to add the item on external invenotry
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if inv:room_for_item(inv_list, item) then
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-- Take item from NPC's inventory
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if npc.take_item_from_inventory_itemstring(self, item) then
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-- NPC doesn't have item and/or specified quantity
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return false
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end
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-- Add items to external inventory
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inv:add_item(inv_list, item)
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-- If this is a furnace, start furnace timer
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if is_furnace == true then
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minetest.get_node_timer(pos):start(1.0)
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end
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return true
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end
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-- Not able to put on external inventory
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return false
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end
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function npc.actions.take_item_from_external_inventory(args)
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local self = args.self
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local player = args.player
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local pos = args.pos
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local inv_list = args.inv_list
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local item_name = args.item_name
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local count = args.count
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local inv
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if player ~= nil then
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inv = minetest.get_inventory({type="player", name=player})
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else
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inv = minetest.get_inventory({type="node", pos=pos})
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end
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-- Create ItemSTack to take from external inventory
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local item = ItemStack(item_name.." "..count)
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-- Check if there is enough of the item to take
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if inv:contains_item(inv_list, item) then
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-- Add item to NPC's inventory
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npc.add_item_to_inventory_itemstring(self, item)
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-- Add items to external inventory
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inv:remove_item(inv_list, item)
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return true
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end
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-- Not able to put on external inventory
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return false
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end
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function npc.actions.check_external_inventory_contains_item(args)
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local self = args.self
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local player = args.player
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local pos = args.pos
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local inv_list = args.inv_list
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local item_name = args.item_name
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local count = args.count
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local inv
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if player ~= nil then
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inv = minetest.get_inventory({type="player", name=player})
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else
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inv = minetest.get_inventory({type="node", pos=pos})
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end
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-- Create ItemStack for checking the external inventory
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local item = ItemStack(item_name.." "..count)
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-- Check if inventory contains item
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return inv:contains_item(inv_list, item)
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end
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-- TODO: Refactor this function so that it uses a table to check
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-- for doors instead of having separate logic for each door type
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function npc.actions.get_openable_node_state(node, npc_dir)
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minetest.log("Node name: "..dump(node.name))
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local state = npc.actions.const.doors.state.CLOSED
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-- Check for default doors and gates
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local a_i1, a_i2 = string.find(node.name, "_a")
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-- Check for cottages gates
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local open_i1, open_i2 = string.find(node.name, "_close")
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-- Check for cottages half door
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local half_door_is_closed = false
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if node.name == "cottages:half_door" then
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half_door_is_closed = (node.param2 + 2) % 4 == npc_dir
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end
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if a_i1 == nil and open_i1 == nil and not half_door_is_closed then
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state = npc.actions.const.doors.state.OPEN
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end
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minetest.log("Door state: "..dump(state))
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return state
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end
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-- This function is used to open or close openable nodes.
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-- Currently supported openable nodes are: any doors using the
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-- default doors API, and the cottages mod gates and doors.
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function npc.actions.use_door(args)
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local self = args.self
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local pos = args.pos
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local action = args.action
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local dir = args.dir
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local node = minetest.get_node(pos)
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local state = npc.actions.get_openable_node_state(node, dir)
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local clicker = self.object
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if action ~= state then
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minetest.registered_nodes[node.name].on_rightclick(pos, node, clicker, nil, nil)
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end
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end
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---------------------------------------------------------------------------------------
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-- Tasks functionality
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---------------------------------------------------------------------------------------
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-- Tasks are operations that require many actions to perform. Basic tasks, like
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-- walking from one place to another, operating a furnace, storing or taking
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-- items from a chest, are provided here.
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-- This function allows a NPC to use a furnace using only items from
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-- its own inventory. Fuel is not provided. Once the furnace is finished
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-- with the fuel items the NPC will take whatever was cooked and whatever
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-- remained to cook. The function received the position of the furnace
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-- to use, and the item to cook in furnace. Item is an itemstring
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function npc.actions.use_furnace(self, pos, item, freeze)
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-- Define which items are usable as fuels. The NPC
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-- will mainly use this as fuels to avoid getting useful
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-- items (such as coal lumps) for burning
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local fuels = {"default:leaves",
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"default:pine_needles",
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"default:tree",
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"default:acacia_tree",
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"default:aspen_tree",
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"default:jungletree",
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"default:pine_tree",
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"default:coalblock",
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"farming:straw"}
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-- Check if NPC has item to cook
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local src_item = npc.inventory_contains(self, npc.get_item_name(item))
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if src_item == nil then
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-- Unable to cook item that is not in inventory
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return false
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end
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-- Check if NPC has a fuel item
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for i = 1,9 do
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local fuel_item = npc.inventory_contains(self, fuels[i])
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if fuel_item ~= nil then
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-- Get fuel item's burn time
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local fuel_time =
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minetest.get_craft_result({method="fuel", width=1, items={ItemStack(fuel_item.item_string)}}).time
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local total_fuel_time = fuel_time * npc.get_item_count(fuel_item.item_string)
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minetest.log("Fuel time: "..dump(fuel_time))
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-- Get item to cook's cooking time
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local cook_result =
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minetest.get_craft_result({method="cooking", width=1, items={ItemStack(src_item.item_string)}})
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local total_cook_time = cook_result.time * npc.get_item_count(item)
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minetest.log("Cook: "..dump(cook_result))
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minetest.log("Total cook time: "..total_cook_time
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..", total fuel burn time: "..dump(total_fuel_time))
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-- Check if there is enough fuel to cook all items
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if total_cook_time > total_fuel_time then
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-- Don't have enough fuel to cook item. Return the difference
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-- so it may help on trying to acquire the fuel later.
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-- NOTE: Yes, returning here means that NPC could probably have other
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-- items usable as fuels and ignore them. This should be ok for now,
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-- considering that fuel items are ordered in a way where cheaper, less
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-- useless items come first, saving possible valuable items.
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return cook_result.time - fuel_time
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end
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-- Calculate how much fuel is needed
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local fuel_amount = total_cook_time / fuel_time
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if fuel_amount < 1 then
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fuel_amount = 1
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end
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minetest.log("Amount of fuel needed: "..fuel_amount)
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-- Put this item on the fuel inventory list of the furnace
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local args = {
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self = self,
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player = nil,
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pos = pos,
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inv_list = "fuel",
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item_name = npc.get_item_name(fuel_item.item_string),
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count = fuel_amount
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}
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npc.add_action(self, npc.actions.put_item_on_external_inventory, args)
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-- Put the item that we want to cook on the furnace
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args = {
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self = self,
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player = nil,
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pos = pos,
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inv_list = "src",
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item_name = npc.get_item_name(src_item.item_string),
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count = npc.get_item_count(item),
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is_furnace = true
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}
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npc.add_action(self, npc.actions.put_item_on_external_inventory, args)
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-- Now, set NPC to wait until furnace is done.
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minetest.log("Setting wait action for "..dump(total_cook_time))
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npc.add_action(self, npc.actions.set_interval, {self=self, interval=total_cook_time, freeze=freeze})
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-- Reset timer
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npc.add_action(self, npc.actions.set_interval, {self=self, interval=1, freeze=true})
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-- If freeze is false, then we will have to find the way back to the furnace
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-- once cooking is done.
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if freeze == false then
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minetest.log("Adding walk to position to wandering: "..dump(pos))
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npc.add_task(self, npc.actions.walk_to_pos, {self=self, end_pos=pos, walkable={}})
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end
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-- Take cooked items back
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args = {
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self = self,
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player = nil,
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pos = pos,
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inv_list = "dst",
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item_name = cook_result.item:get_name(),
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count = npc.get_item_count(item),
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is_furnace = false
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}
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minetest.log("Taking item back: "..dump(pos))
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npc.add_action(self, npc.actions.take_item_from_external_inventory, args)
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minetest.log("Inventory: "..dump(self.inventory))
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return true
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end
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end
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-- Couldn't use the furnace due to lack of items
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return false
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end
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-- This function makes the NPC lay or stand up from a bed. The
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-- pos is the location of the bed, action can be lay or get up
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function npc.actions.use_bed(self, pos, action)
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local node = minetest.get_node(pos)
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minetest.log(dump(node))
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local dir = minetest.facedir_to_dir(node.param2)
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if action == npc.actions.const.beds.LAY then
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-- Get position
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local bed_pos = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir)
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-- Sit down on bed, rotate to correct direction
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npc.add_action(self, npc.actions.sit, {self=self, pos=bed_pos, dir=(node.param2 + 2) % 4})
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-- Lay down
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npc.add_action(self, npc.actions.lay, {self=self})
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else
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-- Calculate position to get up
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local bed_pos_y = npc.actions.nodes.beds[node.name].get_lay_pos(pos, dir).y
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local bed_pos = {x = pos.x, y = bed_pos_y, z = pos.z}
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-- Sit up
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npc.add_action(self, npc.actions.sit, {self=self, pos=bed_pos})
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-- Initialize direction: Default is front of bottom of bed
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local dir = (node.param2 + 2) % 4
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-- Find empty node around node
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-- Take into account that mats are close to the floor, so y adjustmen is zero
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local y_adjustment = -1
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if npc.actions.nodes.beds[node.name].type == "mat" then
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y_adjustment = 0
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end
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local empty_nodes = npc.places.find_node_orthogonally(bed_pos, {"air", "cottages:bench"}, y_adjustment)
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if empty_nodes ~= nil then
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-- Get direction to the empty node
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dir = npc.actions.get_direction(bed_pos, empty_nodes[1].pos)
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end
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-- Calculate position to get out of bed
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local pos_out_of_bed =
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{x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z}
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-- Account for benches if they are present to avoid standing over them
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if empty_nodes[1].name == "cottages:bench" then
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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
|
|
-- Stand out of bed
|
|
npc.add_action(self, npc.actions.stand, {self=self, pos=pos_out_of_bed, dir=dir})
|
|
end
|
|
end
|
|
|
|
-- This function makes the NPC lay or stand up from a bed. The
|
|
-- pos is the location of the bed, action can be lay or get up
|
|
function npc.actions.use_sittable(self, pos, action)
|
|
local node = minetest.get_node(pos)
|
|
|
|
if action == npc.actions.const.sittable.SIT then
|
|
-- Calculate position depending on bench
|
|
minetest.log("Got sit position: "..dump(sit_pos))
|
|
local sit_pos = npc.actions.nodes.sittable[node.name].get_sit_pos(pos, node.param2)
|
|
-- Sit down on bench/chair/stairs
|
|
npc.add_action(self, npc.actions.sit, {self=self, pos=sit_pos, dir=(node.param2 + 2) % 4})
|
|
else
|
|
-- Find empty areas around chair
|
|
local dir = node.param2 + 2 % 4
|
|
local empty_nodes = npc.places.find_node_orthogonally(pos, {"air"}, 0)
|
|
if empty_nodes ~= nil then
|
|
-- Get direction to the empty node
|
|
dir = npc.actions.get_direction(pos, empty_nodes[1].pos)
|
|
end
|
|
-- Calculate position to get out of bed
|
|
local pos_out_of_sittable =
|
|
{x=empty_nodes[1].pos.x, y=empty_nodes[1].pos.y + 1, z=empty_nodes[1].pos.z}
|
|
-- Stand
|
|
npc.add_action(self, npc.actions.stand, {self=self, pos=pos_out_of_sittable, dir=dir})
|
|
end
|
|
end
|
|
|
|
-- This function returns the direction enum
|
|
-- for the moving from v1 to v2
|
|
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
|
|
|
|
-- This function can be used to make the NPC walk from one
|
|
-- position to another. If the optional parameter walkable_nodes
|
|
-- is included, which is a table of node names, these nodes are
|
|
-- going to be considered walkable for the algorithm to find a
|
|
-- path.
|
|
function npc.actions.walk_to_pos(args)
|
|
|
|
local self = args.self
|
|
local end_pos = args.end_pos
|
|
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())
|
|
-- Use y of end_pos (this can only be done assuming flat terrain)
|
|
start_pos.y = self.object:getpos().y
|
|
minetest.log("Walk to pos: Using start position: "..dump(start_pos))
|
|
|
|
-- Set walkable nodes to empty if the parameter hasn't been used
|
|
if walkable_nodes == nil then
|
|
walkable_nodes = {}
|
|
end
|
|
|
|
-- Find path
|
|
local path = pathfinder.find_path(start_pos, end_pos, 20, walkable_nodes)
|
|
|
|
if path ~= nil then
|
|
minetest.log("Found path to node: "..dump(end_pos))
|
|
|
|
local door_opened = false
|
|
|
|
-- Add steps to path
|
|
for i = 1, #path do
|
|
-- Do not add an extra step if reached the goal node
|
|
if (i+1) == #path then
|
|
-- Add direction to last node
|
|
local dir = npc.actions.get_direction(path[i].pos, end_pos)
|
|
-- Add stand animation at end
|
|
npc.add_action(self, npc.actions.stand, {self = self, dir = dir})
|
|
break
|
|
end
|
|
-- Get direction to move from path[i] to path[i+1]
|
|
local dir = npc.actions.get_direction(path[i].pos, path[i+1].pos)
|
|
-- Check if next node is a door, if it is, open it, then walk
|
|
if path[i+1].type == pathfinder.node_types.openable then
|
|
-- Check if door is already open
|
|
local node = minetest.get_node(path[i+1].pos)
|
|
if npc.actions.get_openable_node_state(node, dir) == npc.actions.const.doors.state.CLOSED then
|
|
minetest.log("Opening action to open door")
|
|
-- Stop to open door, this avoids misplaced movements later on
|
|
npc.add_action(self, npc.actions.stand, {self=self, dir=dir})
|
|
-- Open door
|
|
npc.add_action(self, npc.actions.use_door, {self=self, pos=path[i+1].pos, dir=dir, action=npc.actions.const.doors.action.OPEN})
|
|
|
|
door_opened = true
|
|
end
|
|
end
|
|
-- Add walk action to action queue
|
|
npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir})
|
|
|
|
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}
|
|
npc.add_action(self, npc.actions.stand, {self=self, dir=(dir + 2)% 4, pos=pos_on_close})
|
|
-- Close door
|
|
npc.add_action(self, npc.actions.use_door, {self=self, pos=path[i+1].pos, action=npc.actions.const.doors.action.CLOSE})
|
|
|
|
door_opened = false
|
|
end
|
|
|
|
end
|
|
else
|
|
minetest.log("Unable to find path.")
|
|
end
|
|
end
|
|
|
|
|
|
-- ATTENTION:
|
|
-- Old, deprecated, non-functional code below:
|
|
---------------------------------------------------------------------------------------
|
|
-- Path-finding code
|
|
---------------------------------------------------------------------------------------
|
|
-- This is the limit to search for a path based on the goal node.
|
|
-- If the path finder code goes beyond this limit in nodes away
|
|
-- on the x or z plane, it will stop looking for a path
|
|
-- npc.actions.PATH_DIFF_LIMIT = 125
|
|
|
|
-- -- Returns the opposite of a vector (scalar multiplication by -1)
|
|
-- local function vector_opposite(v)
|
|
-- return vector.multiply(v, -1)
|
|
-- end
|
|
|
|
-- -- Returns a unit direction vector based on the largest coordinate
|
|
-- 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=(v.z/math.abs(v.z)) * -1}
|
|
-- end
|
|
-- end
|
|
|
|
-- -- This function is used to determine if a node is walkable
|
|
-- -- or openable, in which case is good to use when finding a path
|
|
-- local function is_good_node(node)
|
|
-- -- Is openable is to support doors, fence gates and other
|
|
-- -- doors from other mods. Currently, default doors and gates
|
|
-- -- will be supported. Cottages doors should also be supported.
|
|
-- --minetest.log("Node name: "..dump(node.name))
|
|
-- local is_openable = false
|
|
-- local start_i,end_i = string.find(node.name, "doors:")
|
|
-- is_openable = start_i ~= nil
|
|
-- --minetest.log("Is node openable: "..dump(is_openable))
|
|
-- --minetest.log("Is node walkable: "..dump(not minetest.registered_nodes[node.name].walkable))
|
|
-- if not minetest.registered_nodes[node.name].walkable then
|
|
-- return "W"
|
|
-- elseif is_openable then
|
|
-- return "O"
|
|
-- else
|
|
-- return "N"
|
|
-- end
|
|
-- end
|
|
|
|
-- -- 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, last_good_try)
|
|
-- 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.subtract(start_pos, end_pos)
|
|
|
|
-- minetest.log("Difference: "..dump(diff))
|
|
|
|
-- -- End if difference is larger than max difference possible (limit)
|
|
-- if math.abs(diff.x) > npc.actions.PATH_DIFF_LIMIT
|
|
-- or math.abs(diff.z) > npc.actions.PATH_DIFF_LIMIT then
|
|
-- minetest.log("Can't find feasable path.")
|
|
-- -- 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_dir ~= nil then
|
|
-- if last_good_try == 4
|
|
-- or (dir_vector.x ~= 0 and dir_vector.z ~=0)
|
|
-- -- Attention: Hacks below! The magic number 3 could be just extremely wrong.
|
|
-- -- This is a terrible hack based on experimentations :(
|
|
-- or (dir_vector.x ~= 0 and last_dir.x == 0 and math.abs(diff.x) > math.abs(diff.z) and math.abs(diff.z) < 3)
|
|
-- or (dir_vector.z ~= 0 and last_dir.z == 0 and math.abs(diff.z) > math.abs(diff.x) and math.abs(diff.x) < 3) then
|
|
-- if last_dir.x ~= 0 and diff.x ~= 0
|
|
-- or last_dir.z ~= 0 and diff.z ~= 0 then
|
|
-- minetest.log("Using last dir as direction vector: "..dump(last_dir))
|
|
-- dir_vector = last_dir
|
|
-- end
|
|
-- end
|
|
-- end
|
|
|
|
-- if last_good_dir ~= nil then
|
|
-- minetest.log("Using last good dir as direction vector: "..dump(last_good_dir))
|
|
-- 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.subtract(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
|
|
|
|
-- local node_type = is_good_node(next_node)
|
|
-- if node_type ~= "N" and (not attempted_to_go_opposite) then
|
|
-- table.insert(path_nodes, {pos=next_pos, type=node_type})
|
|
-- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, nil, 1)
|
|
-- else
|
|
-- minetest.log("------------ Second attempt ------------")
|
|
|
|
-- -- If not walkable, attempt turn into the other coordinate
|
|
-- -- Determine this coordinate based on what was the last calculated direction
|
|
-- -- that didn't needed correction (last good dir). If this doesn't exists (e.g.
|
|
-- -- there has been no correction for a while) then select the direction by
|
|
-- -- trying to shorten the distance between NPC and the end node.
|
|
|
|
|
|
|
|
-- minetest.log("Last known good dir: "..dump(last_good_dir))
|
|
-- local step = 0
|
|
-- if last_good_dir == nil then
|
|
-- -- Store the current direction vector as the last non-corrected
|
|
-- -- calculated direction
|
|
-- last_good_dir = dir_vector
|
|
|
|
-- -- Determine which direction to move
|
|
-- 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 and last_dir.x ~= 0 then--and last_good_try == 2 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
|
|
-- step = diff.z/math.abs(diff.z) * -1
|
|
-- if diff.z == 0 then
|
|
-- if last_dir ~= nil and last_dir.z ~= 0 then -- and last_good_try == 2 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
|
|
|
|
-- -- 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))
|
|
|
|
-- local node_type = is_good_node(next_node)
|
|
-- if node_type ~= "N" then
|
|
-- table.insert(path_nodes, {pos=next_pos, type=node_type})
|
|
-- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir, 2)
|
|
-- else
|
|
|
|
-- minetest.log("Last known good dir: "..dump(last_good_dir))
|
|
-- -- Only pick the second attempt's dir if it was actually good (meaning,
|
|
-- -- it could step on that dir)
|
|
-- if last_good_try == 2 then
|
|
-- last_good_dir = dir_vector
|
|
-- end
|
|
-- minetest.log("------------ Third attempt ------------")
|
|
|
|
-- -- If not walkable, then try the next node by finding the original
|
|
-- -- direction vector, then choosing the opposite of that.
|
|
|
|
-- minetest.log("Last dir: "..dump(last_dir))
|
|
-- minetest.log("Last good try: "..dump(last_good_try))
|
|
-- minetest.log("Last attempted direction: "..dump(dir_vector))
|
|
|
|
-- if vector.equals(last_good_dir, last_dir) then
|
|
-- -- Go opposite the direction of second attempt
|
|
-- minetest.log("Moving opposite of last attempted")
|
|
-- dir_vector = vector.multiply(dir_vector, -1)
|
|
-- else
|
|
-- minetest.log("Moving opposite of last good dir")
|
|
-- dir_vector = vector.multiply(last_good_dir, -1)
|
|
-- last_good_dir = last_dir
|
|
-- end
|
|
|
|
|
|
-- -- if last_good_try > 1 or vector.equals(last_good_dir, last_dir) then
|
|
-- -- if dir_vector.x ~= 0 then
|
|
-- -- minetest.log("Move into opposite z dir")
|
|
-- -- dir_vector = get_unit_dir_vector_based_on_diff(diff)
|
|
-- -- dir_vector = 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(diff)
|
|
-- -- dir_vector = vector.multiply(dir_vector, -1)
|
|
-- -- end
|
|
-- -- else
|
|
-- -- minetest.log("Stuck in corner, try to move out of corner")
|
|
-- -- dir_vector = vector.multiply(last_good_dir, -1)
|
|
-- -- last_good_dir = last_dir
|
|
-- -- end
|
|
-- minetest.log("New direction: "..dump(dir_vector))
|
|
-- minetest.log("New last good dir: "..dump(last_good_dir))
|
|
|
|
-- 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))
|
|
-- local node_type = is_good_node(next_node)
|
|
-- if node_type ~= "N" then
|
|
-- table.insert(path_nodes, {pos=next_pos, type=node_type})
|
|
-- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir, 3)
|
|
-- else
|
|
-- -- Move into the opposite of last good dir
|
|
-- minetest.log("------------ Fourth attempt ------------")
|
|
-- minetest.log("Last known good dir: "..dump(old_last_good_dir))
|
|
|
|
-- local old_dir_vector = dir_vector
|
|
-- -- If not walkable, then try moving into the opposite of last good dir
|
|
-- dir_vector = vector.multiply(last_good_dir, -1)
|
|
-- 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))
|
|
-- local node_type = is_good_node(next_node)
|
|
-- if node_type ~= "N" then
|
|
-- table.insert(path_nodes, {pos=next_pos, type=node_type})
|
|
-- return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, old_dir_vector, 4)
|
|
-- else
|
|
-- minetest.log("Attempted to rotate 4 times, can't do anything else")
|
|
-- return nil
|
|
-- end
|
|
-- end
|
|
-- end
|
|
-- end
|
|
|
|
-- end
|
|
|
|
-- -- Calls the recursive function to calculate the path
|
|
-- function npc.actions.find_path(start_pos, end_pos)
|
|
-- return find_path_recursive(start_pos, end_pos, {}, nil, nil, 0)
|
|
-- end |