d347b6fad5
Small code refactor.
513 lines
17 KiB
Lua
513 lines
17 KiB
Lua
-- Places code for Advanced NPC by Zorman2000
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---------------------------------------------------------------------------------------
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-- Places functionality
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---------------------------------------------------------------------------------------
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-- In addition, the NPCs need to know where some places are, and know
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-- where there are nodes they can use. For example, they need to know where the
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-- chest they use is located, both to walk to it and to use it. They also need
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-- to know where the farm they work is located, or where the bed they sleep is.
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-- Other mods have to be supported for this to work correctly, as there are
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-- many sitting nodes, many beds, many tables, chests, etc. For now, by default,
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-- support for default MTG games and cottages mod is going to be provided.
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npc.places = {}
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npc.places.nodes = {
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BED_TYPE = {
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"beds:bed_bottom",
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"beds:fancy_bed_bottom",
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"cottages:bed_foot",
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"cottages:straw_mat",
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"cottages:sleeping_mat"
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},
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SITTABLE_TYPE = {
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"cottages:bench",
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-- Currently commented out since some NPCs
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-- were sitting at stairs that are actually staircases
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-- TODO: Register other stair types
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--"stairs:stair_wood"
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},
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STORAGE_TYPE = {
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"default:chest",
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"default:chest_locked",
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"cottages:shelf"
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},
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FURNACE_TYPE = {
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"default:furnace",
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"default:furnace_active"
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},
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OPENABLE_TYPE = {
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-- TODO: Register fences
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"doors:door_glass_a",
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"doors:door_glass_b",
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"doors:door_obsidian_a",
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"doors:door_obsidian_b",
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"doors:door_steel_a",
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"doors:door_steel_b",
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"doors:door_wood_a",
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"doors:door_wood_b",
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"cottages:gate_open",
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"cottages:gate_closed",
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"cottages:half_door"
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},
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PLOTMARKER_TYPE = {
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"mg_villages:plotmarker",
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"advanced_npc:plotmarker"
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},
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WORKPLACE_TYPE = {
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-- TODO: Do we have an advanced_npc workplace?
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"mg_villages:mob_workplace_marker"
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}
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}
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npc.places.PLACE_TYPE = {
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BED = {
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PRIMARY = "bed_primary"
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},
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SITTABLE = {
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PRIMARY = "sit_primary",
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SHARED = "sit_shared"
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},
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FURNACE = {
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PRIMARY = "furnace_primary",
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SHARED = "furnace_shared"
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},
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STORAGE = {
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PRIMARY = "storage_primary",
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SHARED = "storage_shared"
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},
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OPENABLE = {
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HOME_ENTRANCE_DOOR = "home_entrance_door"
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},
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SCHEDULE = {
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TARGET = "schedule_target_pos"
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},
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WORKPLACE = {
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WORKPLACE_PRIMARY = "workplace_primary",
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WORKPLACE_TOOL = "workplace_tool"
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},
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OTHER = {
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HOME_PLOTMARKER = "home_plotmarker",
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HOME_INSIDE = "home_inside",
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HOME_OUTSIDE = "home_outside"
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}
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}
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function npc.places.add_shared(self, place_name, place_type, pos, access_node)
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self.places_map[place_name] = {type=place_type, pos=pos, access_node=access_node or pos, status="shared"}
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end
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function npc.places.add_owned(self, place_name, place_type, pos, access_node)
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self.places_map[place_name] = {type=place_type, pos=pos, access_node=access_node or pos, status="owned"}
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end
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function npc.places.add_owned_accessible_place(self, nodes, place_type)
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for i = 1, #nodes do
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-- Check if node has owner
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if nodes[i].owner == "" then
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-- If node has no owner, check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes[i].node_pos, {"air"}, 0)
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-- Check if node is accessible
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if #empty_nodes > 0 then
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-- Set owner to this NPC
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nodes[i].owner = self.npc_id
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-- Assign node to NPC
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npc.places.add_owned(self, place_type, place_type,
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nodes[i].node_pos, empty_nodes[1].pos)
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npc.log("DEBUG", "Added node at "..minetest.pos_to_string(nodes[i].node_pos)
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.." to NPC "..dump(self.npc_name))
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break
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end
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end
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end
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end
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-- Override flag allows to overwrite a place in the places_map.
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-- The only valid use right now is for schedules - don't use this
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-- anywhere else unless you have a position that changes over time.
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function npc.places.add_shared_accessible_place(self, nodes, place_type, override)
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if not override then
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for i = 1, #nodes do
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-- Check if not adding same owned place
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if nodes[i].owner ~= self.npc_id then
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-- Check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes[i].node_pos, {"air"}, 0)
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-- Check if node is accessible
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if #empty_nodes > 0 then
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-- Assign node to NPC
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npc.places.add_shared(self, place_type..dump(i),
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place_type, nodes[i].node_pos, empty_nodes[1].pos)
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end
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end
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end
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elseif override then
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-- Note: Nodes is only *one* node in case override = true
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-- Check if it is accessible
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local empty_nodes = npc.places.find_node_orthogonally(
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nodes.node_pos, {"air"}, 0)
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-- Check if node is accessible
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if #empty_nodes > 0 then
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-- Nodes is only one node
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npc.places.add_shared(self, place_type, place_type,
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nodes.node_pos, empty_nodes[1].pos)
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end
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end
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end
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function npc.places.get_by_type(self, place_type)
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local result = {}
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for _, place_entry in pairs(self.places_map) do
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if place_entry.type == place_type then
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table.insert(result, place_entry)
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end
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end
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return result
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end
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---------------------------------------------------------------------------------------
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-- Utility functions
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---------------------------------------------------------------------------------------
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-- The following are utility functions that are used to operate on nodes for
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-- specific conditions
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-- This function searches on a squared are of the given radius
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-- for nodes of the given type. The type should be npc.places.nodes
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function npc.places.find_node_nearby(pos, type, radius)
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-- Determine area points
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local start_pos = {x=pos.x - radius, y=pos.y - 1, z=pos.z - radius}
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local end_pos = {x=pos.x + radius, y=pos.y + 1, z=pos.z + radius}
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-- Get nodes
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local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
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return nodes
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end
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-- TODO: This function can be improved to support a radius greater than 1.
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function npc.places.find_node_orthogonally(pos, nodes, y_adjustment)
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-- Calculate orthogonal points
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local points = {}
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table.insert(points, {x=pos.x+1,y=pos.y+y_adjustment,z=pos.z})
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table.insert(points, {x=pos.x-1,y=pos.y+y_adjustment,z=pos.z})
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table.insert(points, {x=pos.x,y=pos.y+y_adjustment,z=pos.z+1})
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table.insert(points, {x=pos.x,y=pos.y+y_adjustment,z=pos.z-1})
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local result = {}
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for _,point in pairs(points) do
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local node = minetest.get_node(point)
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--minetest.log("Found node: "..dump(node)..", at pos: "..dump(point))
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for _,node_name in pairs(nodes) do
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if node.name == node_name then
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table.insert(result, {name=node.name, pos=point, param2=node.param2})
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end
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end
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end
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return result
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end
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-- Wrapper around minetest.find_nodes_in_area()
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-- TODO: Verify if this wrapper is actually needed
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function npc.places.find_node_in_area(start_pos, end_pos, type)
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local nodes = minetest.find_nodes_in_area(start_pos, end_pos, type)
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return nodes
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end
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-- Function used to filter all nodes in the first floor of a building
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-- If floor height isn't given, it will assume 2
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-- Notice that nodes is an array of entries {node_pos={}, type={}}
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function npc.places.filter_first_floor_nodes(nodes, ground_pos, floor_height)
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local height = floor_height or 2
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local result = {}
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for _,node in pairs(nodes) do
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if node.node_pos.y <= ground_pos.y + height then
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table.insert(result, node)
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end
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end
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return result
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end
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-- Creates an array of {pos=<node_pos>, owner=''} for managing
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-- which NPC owns what
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function npc.places.get_nodes_by_type(start_pos, end_pos, type)
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local result = {}
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local nodes = npc.places.find_node_in_area(start_pos, end_pos, type)
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--minetest.log("Found "..dump(#nodes).." nodes of type: "..dump(type))
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for _,node_pos in pairs(nodes) do
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local entry = {}
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entry["node_pos"] = node_pos
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entry["owner"] = ''
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table.insert(result, entry)
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end
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return result
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end
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-- This function will search for nodes of type plotmarker and,
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-- in case of being an mg_villages plotmarker, it will fetch building
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-- information and include in result.
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function npc.places.find_plotmarkers(pos, radius)
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local result = {}
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local start_pos = {x=pos.x - radius, y=pos.y - 1, z=pos.z - radius}
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local end_pos = {x=pos.x + radius, y=pos.y + 1, z=pos.z + radius}
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local nodes = minetest.find_nodes_in_area_under_air(start_pos, end_pos,
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npc.places.nodes.PLOTMARKER_TYPE)
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-- Scan nodes
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for i = 1, #nodes do
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local node = minetest.get_node(nodes[i])
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local def = {}
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def["pos"] = nodes[i]
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def["name"] = node.name
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if node.name == "mg_villages:plotmarker" then
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local meta = minetest.get_meta(nodes[i])
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def["plot_nr"] = meta:get_int("plot_nr")
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def["village_id"] = meta:get_string("village_id")
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if def.plot_nr and def.village_id and mg_villages.get_plot_and_building_data then
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def["building_data"] = mg_villages.get_plot_and_building_data( def.village_id, def.plot_nr )
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end
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end
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table.insert(result, def)
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end
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return result
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end
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-- Scans an area for the supported nodes: beds, benches,
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-- furnaces, storage (e.g. chests) and openable (e.g. doors).
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-- Returns a table with these classifications
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function npc.places.scan_area_for_usable_nodes(pos1, pos2)
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local result = {
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bed_type = {},
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sittable_type = {},
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furnace_type = {},
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storage_type = {},
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openable_type = {}
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}
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local start_pos, end_pos = vector.sort(pos1, pos2)
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result.bed_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.BED_TYPE)
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result.sittable_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.SITTABLE_TYPE)
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result.furnace_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.FURNACE_TYPE)
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result.storage_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.STORAGE_TYPE)
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result.openable_type = npc.places.get_nodes_by_type(start_pos, end_pos, npc.places.nodes.OPENABLE_TYPE)
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return result
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end
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-- Specialized function to find doors that are an entrance to a building.
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-- The definition of an entrance is:
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-- The openable node with the shortest path to the plotmarker node
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-- Based on this definition, other entrances aren't going to be used
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-- by the NPC to get into the building
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function npc.places.find_entrance_from_openable_nodes(all_openable_nodes, marker_pos)
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local result
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local openable_nodes = {}
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local min = 100
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-- Filter out all other openable nodes except MTG doors.
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-- Why? For supported village types (which are: medieval, nore
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-- and logcabin) all buildings use, as the main entrance,
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-- a MTG door. Some medieval building have "half_doors" (like farms)
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-- which NPCs love to confuse with the right building entrance.
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for i = 1, #all_openable_nodes do
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local name = minetest.get_node(all_openable_nodes[i].node_pos).name
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local doors_st, _ = string.find(name, "doors:")
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if doors_st ~= nil then
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table.insert(openable_nodes, all_openable_nodes[i])
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end
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end
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for i = 1, #openable_nodes do
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local open_pos = openable_nodes[i].node_pos
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-- Get node name - check if this node is a 'door'. The way to check
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-- is by explicitly checking for 'door' string
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local name = minetest.get_node(open_pos).name
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local start_i, _ = string.find(name, "door")
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if start_i ~= nil then
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-- Define start and end pos
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local start_pos = {x=open_pos.x, y=open_pos.y, z=open_pos.z}
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local end_pos = {x=marker_pos.x, y=marker_pos.y, z=marker_pos.z}
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-- minetest.log("Openable node pos: "..minetest.pos_to_string(open_pos))
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-- minetest.log("Plotmarker node pos: "..minetest.pos_to_string(marker_pos))
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-- Find path from the openable node to the plotmarker
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--local path = pathfinder.find_path(start_pos, end_pos, 20, {})
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local entity = {}
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entity.collisionbox = {-0.20,-1.0,-0.20, 0.20,0.8,0.20}
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--minetest.log("Start pos: "..minetest.pos_to_string(start_pos))
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--minetest.log("End pos: "..minetest.pos_to_string(end_pos))
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local path = npc.pathfinder.find_path(start_pos, end_pos, entity, false)
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--minetest.log("Found path: "..dump(path))
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if path ~= nil then
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--minetest.log("Path distance: "..dump(#path))
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-- Check if path length is less than the minimum found so far
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if #path < min then
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-- Set min to path length and the result to the currently found node
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min = #path
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result = openable_nodes[i]
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else
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-- Specific check to prefer mtg's doors to cottages' doors.
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-- The reason? Sometimes a cottages' door could be closer to the
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-- plotmarker, but not being the building entrance. MTG doors
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-- are usually the entrance... so yes, hackity hack.
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-- Get the name of the currently mininum-distance door
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local min_node_name = minetest.get_node(result.node_pos).name
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-- Check if this is a door from MTG's doors.
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local doors_st, _ = string.find(name, "doors:")
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-- Check if min-distance door is a cottages door
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-- while we have a MTG door
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if min_node_name == "cottages:half_door" and doors_st ~= nil then
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--minetest.log("Assigned new door...")
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min = #path
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result = openable_nodes[i]
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end
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end
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else
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npc.log("ERROR", "Path not found to marker from "..minetest.pos_to_string(start_pos))
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end
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end
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end
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-- Return result
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return result
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end
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-- Specialized function to find all sittable nodes supported by the
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-- mod, namely default stairs and cottages' benches. Since not all
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-- stairs nodes placed aren't meant to simulate benches, this function
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-- is necessary in order to find stairs that are meant to be benches.
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function npc.places.find_sittable_nodes_nearby(pos, radius)
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local result = {}
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-- Try to find sittable nodes
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local nodes = npc.places.find_node_nearby(pos, npc.places.nodes.SITTABLE, radius)
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-- Highly unorthodox check for emptinnes
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if nodes[1] ~= nil then
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for i = 1, #nodes do
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-- Get node name, try to avoid using the staircase check if not a stair node
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local node = minetest.get_node(nodes[i])
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local i1, _ = string.find(node.name, "stairs:")
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if i1 ~= nil then
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if npc.places.is_in_staircase(nodes[i]) < 1 then
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table.insert(result, nodes[i])
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end
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else
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-- Add node as it is sittable
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table.insert(result, nodes[i])
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end
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end
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end
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-- Return sittable nodes
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return result
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end
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-- Specialized function to find sittable stairs: stairs that don't
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-- have any other stair above them. Only stairs using the default
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-- stairs mod are supported for now.
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-- Receives a position of a stair node.
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npc.places.staircase = {
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none = 0,
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bottom = 1,
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middle = 2,
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top = 3
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}
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function npc.places.is_in_staircase(pos)
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local node = minetest.get_node(pos)
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-- Verify node is actually from default stairs mod
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local p1, _ = string.find(node.name, "stairs:")
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if p1 ~= nil then
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-- Calculate the logical position to the lower and upper stairs node location
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local up_x_adj, up_z_adj = 0, 0
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local lo_x_adj, lo_z_adj = 0, 0
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if node.param2 == 1 then
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up_z_adj = -1
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lo_z_adj = 1
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elseif node.param2 == 2 then
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up_z_adj = 1
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lo_z_adj = -1
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elseif node.param2 == 3 then
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up_x_adj = -1
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lo_x_adj = 1
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elseif node.param2 == 4 then
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up_x_adj = 1
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lo_x_adj = -1
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else
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-- This is not a staircase
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return false
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end
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-- Calculate upper and lower position
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local upper_pos = {x=pos.x + up_x_adj, y=pos.y + 1, z=pos.z + up_z_adj}
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local lower_pos = {x=pos.x + lo_x_adj, y=pos.y - 1, z=pos.z + lo_z_adj}
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-- Get next node
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local upper_node = minetest.get_node(upper_pos)
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local lower_node = minetest.get_node(lower_pos)
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--minetest.log("Next node: "..dump(upper_pos))
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-- Check if next node is also a stairs node
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local up_p1, _ = string.find(upper_node.name, "stairs:")
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local lo_p1, _ = string.find(lower_node.name, "stairs:")
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if up_p1 ~= nil then
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-- By default, think this is bottom of staircase.
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|
local result = npc.places.staircase.bottom
|
|
-- Try downwards now
|
|
if lo_p1 ~= nil then
|
|
result = npc.places.staircase.middle
|
|
end
|
|
return result
|
|
else
|
|
-- Check if there is a staircase downwards
|
|
if lo_p1 ~= nil then
|
|
return npc.places.staircase.top
|
|
else
|
|
return npc.places.staircase.none
|
|
end
|
|
end
|
|
end
|
|
-- This is not a stairs node
|
|
return nil
|
|
end
|
|
|
|
-- Specialized function to find the node position right behind
|
|
-- a door. Used to make NPCs enter buildings.
|
|
function npc.places.find_node_behind_door(door_pos)
|
|
local door = minetest.get_node(door_pos)
|
|
if door.param2 == 0 then
|
|
-- Looking south
|
|
return {x=door_pos.x, y=door_pos.y, z=door_pos.z + 1}
|
|
elseif door.param2 == 1 then
|
|
-- Looking east
|
|
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
|
|
elseif door.param2 == 2 then
|
|
-- Looking north
|
|
return {x=door_pos.x, y=door_pos.y, z=door_pos.z - 1}
|
|
-- Looking west
|
|
elseif door.param2 == 3 then
|
|
return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
|
|
end
|
|
end
|
|
|
|
-- Specialized function to find the node position right in
|
|
-- front of a door. Used to make NPCs exit buildings.
|
|
function npc.places.find_node_in_front_of_door(door_pos)
|
|
local door = minetest.get_node(door_pos)
|
|
--minetest.log("Param2 of door: "..dump(door.param2))
|
|
if door.param2 == 0 then
|
|
-- Looking south
|
|
return {x=door_pos.x, y=door_pos.y, z=door_pos.z - 1}
|
|
elseif door.param2 == 1 then
|
|
-- Looking east
|
|
return {x=door_pos.x - 1, y=door_pos.y, z=door_pos.z}
|
|
elseif door.param2 == 2 then
|
|
-- Looking north
|
|
return {x=door_pos.x, y=door_pos.y, z=door_pos.z + 1}
|
|
elseif door.param2 == 3 then
|
|
-- Looking west
|
|
return {x=door_pos.x + 1, y=door_pos.y, z=door_pos.z}
|
|
end
|
|
end
|