489 lines
17 KiB
Lua
489 lines
17 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.door_action = {
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OPEN = 1,
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CLOSE = 2
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}
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-- Describe the state of doors or openable nodes
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npc.actions.door_state = {
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OPEN = 1,
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CLOSED = 2
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}
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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.east then
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yaw = (3 * math.pi) / 2
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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.west then
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yaw = math.pi / 2
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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 vel = {}
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if dir == npc.direction.north then
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vel = {x=0, y=0, z=0.98}
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elseif dir == npc.direction.east then
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vel = {x=0.98, y=0, z=0}
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elseif dir == npc.direction.south then
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vel = {x=0, y=0, z=-0.98}
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elseif dir == npc.direction.west then
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vel = {x=-0.98, y=0, z=0}
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end
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set_animation(self, "walk")
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npc.actions.rotate({self=self, dir=dir})
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self.object:setvelocity(vel)
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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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-- Stop NPC
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self.object:setvelocity({x=0, y=0, z=0})
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-- Set stand animation
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set_animation(self, "stand")
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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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-- Stop NPC
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self.object:setvelocity({x=0, y=0, z=0})
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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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-- Stop NPC
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self.object:setvelocity({x=0, y=0, z=0})
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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})
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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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-- This function is used to open or close doors from
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-- that use the default doors mod
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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 node = minetest.get_node(pos)
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local state = npc.actions.door_state.CLOSED
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local a_i1, a_i2 = string.find(node.name, "_a")
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if a_i1 == nil then
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state = npc.actions.door_state.OPEN
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end
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--minetest.log("Node: "..dump(node)..". State: "..dump(state)..", Action: "..dump(action))
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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, opening/closing doors, etc. 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)
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-- Check if any item in the NPC inventory serve as fuel
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-- For now, just use some specific items as fuel
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local fuels = {"default:leaves", "default:tree"}
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-- Check if NPC has a fuel item
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for i = 1,2 do
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local fuel_item = npc.inventory_contains(self, fuels[i])
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local src_item = npc.inventory_contains(self, item)
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if fuel_item ~= nil and src_item ~= nil then
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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 = npc.get_item_count(fuel_item.item_string)
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}
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minetest.log("Adding fuel action")
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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(src_item.item_string),
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is_furnace = true
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}
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minetest.log("Adding src action")
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npc.add_action(self, npc.actions.put_item_on_external_inventory, args)
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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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function npc.actions.walk_to_pos(self, end_pos)
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local start_pos = self.object:getpos()
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-- Find path
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local path = npc.actions.find_path({x=start_pos.x, y=start_pos.y-1, z=start_pos.z}, end_pos)
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if path ~= nil then
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minetest.log("Found path to node: "..dump(end_pos))
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-- Add a first step
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local dir = npc.actions.get_direction(start_pos, path[1].pos)
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npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir})
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-- Add subsequent steps
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for i = 1, #path do
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--minetest.log("Path: (i) "..dump(path[i])..": Path i+1 "..dump(path[i+1]))
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-- Do not add an extra step
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if i == #path then
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-- Add direction to last node
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local dir = npc.actions.get_direction(path[i].pos, end_pos)
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-- Add stand animation at end
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npc.add_action(self, npc.actions.stand, {self = self})
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-- Rotate to face the end node
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npc.actions.rotate({self = self, dir = dir})
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break
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end
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-- Get direction to move from path[i] to path[i+1]
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local dir = npc.actions.get_direction(path[i].pos, path[i+1].pos)
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-- Add walk action to action queue
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npc.add_action(self, npc.actions.walk_step, {self = self, dir = dir})
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end
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end
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end
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local function vector_opposite(v)
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return vector.multiply(v, -1)
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end
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local function get_unit_dir_vector_based_on_diff(v)
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if math.abs(v.x) > math.abs(v.z) then
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return {x=(v.x/math.abs(v.x)) * -1, y=0, z=0}
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elseif math.abs(v.z) > math.abs(v.x) then
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return {x=0, y=0, z=(v.z/math.abs(v.z)) * -1}
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elseif math.abs(v.x) == math.abs(v.z) then
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return {x=(v.x/math.abs(v.x)) * -1, y=0, z=0}
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end
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end
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-- This function returns the direction enum
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-- for the moving from v1 to v2
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function npc.actions.get_direction(v1, v2)
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local dir = vector.subtract(v2, v1)
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if dir.x ~= 0 then
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if dir.x > 0 then
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return npc.direction.east
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else
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return npc.direction.west
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end
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elseif dir.z ~= 0 then
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if dir.z > 0 then
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return npc.direction.north
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else
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return npc.direction.south
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end
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end
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end
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-- This function is used to determine if a node is walkable
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-- or openable, in which case is good to use when finding a path
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local function is_good_node(node)
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-- Is openable is to support doors, fence gates and other
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-- doors from other mods. Currently, default doors and gates
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-- will be supported. Cottages doors should also be supported.
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--minetest.log("Node name: "..dump(node.name))
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local is_openable = false
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local start_i,end_i = string.find(node.name, "doors:")
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is_openable = start_i ~= nil
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--minetest.log("Is node openable: "..dump(is_openable))
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--minetest.log("Is node walkable: "..dump(not minetest.registered_nodes[node.name].walkable))
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if not minetest.registered_nodes[node.name].walkable then
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return "W"
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elseif is_openable then
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return "O"
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else
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return "N"
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end
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end
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DIFF_LIMIT = 125
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-- Finds paths ignoring vertical obstacles
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-- This function is recursive and attempts to move all the time on
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-- the direction that will definetely lead to the end position.
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local function find_path_recursive(start_pos, end_pos, path_nodes, last_dir, last_good_dir)
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--minetest.log("Start pos: "..dump(start_pos))
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-- Find difference. The purpose of this is to weigh movement, attempting
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-- the largest difference first, or both if equal.
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local diff = vector.subtract(start_pos, end_pos)
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--minetest.log("Difference: "..dump(diff))
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-- End if difference is larger than max difference possible (limit)
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if math.abs(diff.x) > DIFF_LIMIT or math.abs(diff.z) > DIFF_LIMIT then
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-- Cannot find feasable path
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return nil
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end
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-- Determine direction to move
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local dir_vector = get_unit_dir_vector_based_on_diff(diff)
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--minetest.log("Direction vector: "..dump(dir_vector))
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if last_good_dir ~= nil then
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dir_vector = last_good_dir
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end
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-- Get next position based on direction
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local next_pos = vector.add(start_pos, dir_vector)
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--minetest.log("Next pos: "..dump(next_pos))
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-- Check if next_pos is actually within one block from the
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-- expected position. If so, finish
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local diff_to_end = vector.subtract(next_pos, end_pos)
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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
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--minetest.log("Diff to end: "..dump(diff_to_end))
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table.insert(path_nodes, {pos=next_pos, type="E"})
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minetest.log("Found path to end.")
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return path_nodes
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end
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-- Check if movement is possible on the calculated direction
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local next_node = minetest.get_node(next_pos)
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-- If direction vector is opposite to the last dir, then do not attempt to walk into it
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--minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
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local attempted_to_go_opposite = false
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if last_dir ~= nil and vector.equals(dir_vector, vector_opposite(last_dir)) then
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attempted_to_go_opposite = true
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--minetest.log("Last dir: "..dump(last_dir))
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--minetest.log("Calculated dir vector is the opposite of last dir: "..dump(vector.equals(dir_vector, vector_opposite(last_dir))))
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end
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local node_type = is_good_node(next_node)
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if node_type ~= "N" and (not attempted_to_go_opposite) then
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table.insert(path_nodes, {pos=next_pos, type=node_type})
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return find_path_recursive(next_pos, end_pos, path_nodes, nil, nil)
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else
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--minetest.log("------------ Second attempt ------------")
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-- If not walkable, attempt turn into the other coordinate
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-- Determine this coordinate based on what was the last calculated direction
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-- that didn't needed correction (last good dir). If this doesn't exists (e.g.
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-- there has been no correction for a while) then select the direction by
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-- trying to shorten the distance between NPC and the end node.
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--minetest.log("Last known good dir: "..dump(last_good_dir))
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local step = 0
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if last_good_dir == nil then
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-- Store the current direction vector as the last non-corrected
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-- calculated direction
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last_good_dir = dir_vector
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-- Determine which direction to move
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if dir_vector.x == 0 then
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--minetest.log("Choosing x direction")
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step = diff.x/math.abs(diff.x) * -1
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if diff.x == 0 then
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if last_dir ~= nil then
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step = last_dir.x
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else
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-- Set a default step to avoid locks
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step = 1
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end
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end
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dir_vector = {x = step, y = 0, z = 0}
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elseif dir_vector.z == 0 then
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step = diff.z/math.abs(diff.z) * -1
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if diff.z == 0 then
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if last_dir ~= nil then
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step = last_dir.z
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else
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-- Set a default step to avoid locks
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step = 1
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end
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end
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dir_vector = {x = 0, y = 0, z = step}
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end
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--minetest.log("Re-calculated dir vector: "..dump(dir_vector))
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next_pos = vector.add(start_pos, dir_vector)
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else
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dir_vector = last_good_dir
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if dir_vector.x == 0 then
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--minetest.log("Moving into x direction")
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step = last_dir.x
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elseif dir_vector.z == 0 then
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--minetest.log("Moving into z direction")
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step = last_dir.z
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end
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dir_vector = last_dir
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next_pos = vector.add(start_pos, dir_vector)
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end
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-- Check if new node is walkable
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next_node = minetest.get_node(next_pos)
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--minetest.log("Next node is walkable: "..dump(not minetest.registered_nodes[next_node.name].walkable))
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local node_type = is_good_node(next_node)
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if node_type ~= "N" then
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table.insert(path_nodes, {pos=next_pos, type=node_type})
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return find_path_recursive(next_pos, end_pos, path_nodes, dir_vector, last_good_dir)
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else
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last_good_dir = dir_vector
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--minetest.log("------------ Third attempt ------------")
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-- If not walkable, then try the next node
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if dir_vector.x ~= 0 then
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--minetest.log("Move into opposite z dir")
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dir_vector = get_unit_dir_vector_based_on_diff(start_pos, diff)
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vector.multiply(dir_vector, -1)
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elseif dir_vector.z ~= 0 then
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--minetest.log("Move into opposite x dir")
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dir_vector = get_unit_dir_vector_based_on_diff(start_pos, diff)
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vector.multiply(dir_vector, -1)
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end
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--minetest.log("New direction: "..dump(dir_vector))
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next_pos = vector.add(start_pos, dir_vector)
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--minetest.log("New next_pos: "..dump(next_pos))
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next_node = minetest.get_node(next_pos)
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--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)
|
|
else
|
|
-- Try to return back, opposite of last dir. For now return nil as this code
|
|
-- is not good enough to work correctly.
|
|
return nil
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
function npc.actions.find_path(start_pos, end_pos)
|
|
return find_path_recursive(start_pos, end_pos, {}, nil, nil)
|
|
end |