e937cc4ce4
Started progress on node timer-based NPC spawning (WIP)
633 lines
24 KiB
Lua
633 lines
24 KiB
Lua
-- Advanced NPC spawner by Zorman2000
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-- The advanced spawner will contain functionality to spawn NPC correctly on
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-- mg_villages building. The spawn node will be the mg_villages:plotmarker.
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-- This node will be replaced with one that will perform the following functions:
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--
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-- - Scan the current building, check if it is of type:
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-- - House
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-- - Farm
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-- - Hut
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-- - NOTE: All other types are unsupported as-of now
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-- - If it's from any of the above types, the spawner will proceed to scan the
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-- the building and find out:
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-- - Number and positions of beds
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-- - Number and positions of benches
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-- - Number and positions of chests
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-- - Position of furnaces
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-- - Position of doors
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-- - NOTE: Scanning will be implemented for first floors only in the first
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-- version. It's expected to also include upper floors later.
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-- - After that, it will store these information in the node's metadata.
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-- - The spawner will analyze the information and will spawn (# of beds/2) or 1
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-- NPC in that house. The NPCs will be spawned in intervals, for which the node
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-- will create node timers for each NPC.
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-- - When a NPC is spawned:
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-- - The NPC will be given a schedule
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-- - If in a farm, the NPC will have a "farmer schedule" with a 40% chance
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-- - If in a house or hut, the NPC will have either a miner, woodcutter, cooker
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-- or simple schedule with an equal chance each
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-- - The NPC will be assigned a unique bed
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-- - The NPC will know the location of one chest, one bench and one furnace
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-- - A life timer for the NPC will be created (albeit a long one). Once the NPC's
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-- timer is invoked, the NPC will be de-spawned (dies). The spawner should keep
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-- track of these.
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-- - If a NPC has died, the spawner will choose with 50% chance to spawn a new NPC.
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--
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-- This is the basic functionality expected for the spawner in version 1. Other things
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-- such as scanning upper floors, spawning families of NPCs and creating relationships
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-- among them, etc. will be for other versions.
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-- Public API
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npc.spawner = {}
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-- Private API
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local spawner = {}
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-- This is the official list of support building types
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-- from the mg_villages mod
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npc.spawner.mg_villages_supported_building_types = {
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"house",
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"farm_full",
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"farm_tiny",
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"hut",
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"lumberjack"
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}
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npc.spawner.replace_activated = true
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npc.spawn_delay = 5
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-- npc.spawner.max_replace_count = 1
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-- spawner.replace_count = 0
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---------------------------------------------------------------------------------------
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-- Spawning functions
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---------------------------------------------------------------------------------------
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-- These functions are used at spawn time to determine several
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-- random attributes for the NPC in case they are not already
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-- defined. On a later phase, pre-defining many of the NPC values
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-- will be allowed.
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local function initialize_inventory()
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return {
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[1] = "", [2] = "", [3] = "", [4] = "",
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[5] = "", [6] = "", [7] = "", [8] = "",
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[9] = "", [10] = "", [11] = "", [12] = "",
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[13] = "", [14] = "", [15] = "", [16] = "",
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}
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end
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-- This function checks for "female" text on the texture name
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local function is_female_texture(textures)
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for i = 1, #textures do
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if string.find(textures[i], "female") ~= nil then
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return true
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end
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end
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return false
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end
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-- Choose whether NPC can have relationships. Only 30% of NPCs cannot have relationships
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local function can_have_relationships()
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local chance = math.random(1,10)
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return chance > 3
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end
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-- Choose a maximum of two items that the NPC will have at spawn time
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-- These items are chosen from the favorite items list.
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local function choose_spawn_items(self)
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local number_of_items_to_add = math.random(1, 2)
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local number_of_items = #npc.FAVORITE_ITEMS[self.sex].phase1
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for i = 1, number_of_items_to_add do
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npc.add_item_to_inventory(
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self,
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npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
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math.random(1,5)
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)
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end
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-- Add currency to the items spawned with. Will add 5-10 tier 3
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-- currency items
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local currency_item_count = math.random(5, 10)
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npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3.string, currency_item_count)
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-- For test
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npc.add_item_to_inventory(self, "default:tree", 10)
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npc.add_item_to_inventory(self, "default:cobble", 10)
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npc.add_item_to_inventory(self, "default:diamond", 2)
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npc.add_item_to_inventory(self, "default:mese_crystal", 2)
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npc.add_item_to_inventory(self, "flowers:rose", 2)
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npc.add_item_to_inventory(self, "advanced_npc:marriage_ring", 2)
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npc.add_item_to_inventory(self, "flowers:geranium", 2)
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npc.add_item_to_inventory(self, "mobs:meat", 2)
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npc.add_item_to_inventory(self, "mobs:leather", 2)
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npc.add_item_to_inventory(self, "default:sword_stone", 2)
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npc.add_item_to_inventory(self, "default:shovel_stone", 2)
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npc.add_item_to_inventory(self, "default:axe_stone", 2)
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minetest.log("Initial inventory: "..dump(self.inventory))
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end
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-- Spawn function. Initializes all variables that the
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-- NPC will have and choose random, starting values
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local function spawn(entity, pos)
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minetest.log("Spawning new NPC: "..dump(entity))
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-- Get Lua Entity
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local ent = entity:get_luaentity()
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-- Avoid NPC to be removed by mobs_redo API
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ent.remove_ok = false
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-- Set name
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ent.nametag = "Kio"
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-- Set ID
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ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
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-- Determine sex based on textures
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if (is_female_texture(ent.base_texture)) then
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ent.sex = npc.FEMALE
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else
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ent.sex = npc.MALE
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end
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-- Initialize all gift data
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ent.gift_data = {
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-- Choose favorite items. Choose phase1 per default
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favorite_items = npc.relationships.select_random_favorite_items(ent.sex, "phase1"),
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-- Choose disliked items. Choose phase1 per default
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disliked_items = npc.relationships.select_random_disliked_items(ent.sex),
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}
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-- Flag that determines if NPC can have a relationship
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ent.can_have_relationship = can_have_relationships()
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-- Initialize relationships object
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ent.relationships = {}
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-- Determines if NPC is married or not
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ent.is_married_to = nil
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-- Initialize dialogues
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ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
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"phase1",
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ent.gift_data.favorite_items,
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ent.gift_data.disliked_items)
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-- Declare NPC inventory
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ent.inventory = initialize_inventory()
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-- Choose items to spawn with
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choose_spawn_items(ent)
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-- Flags: generic booleans or functions that help drive functionality
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ent.flags = {}
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-- Declare trade data
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ent.trader_data = {
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-- Type of trader
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trader_status = npc.trade.get_random_trade_status(),
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-- Current buy offers
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buy_offers = {},
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-- Current sell offers
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sell_offers = {},
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-- Items to buy change timer
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change_offers_timer = 0,
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-- Items to buy change timer interval
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change_offers_timer_interval = 60,
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-- Trading list: a list of item names the trader is expected to trade in.
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-- It is mostly related to its occupation.
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-- If empty, the NPC will revert to casual trading
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-- If not, it will try to sell those that it have, and buy the ones it not.
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trade_list = {
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sell = {},
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buy = {},
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both = {}
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},
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-- Custom trade allows to specify more than one payment
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-- and a custom prompt (instead of the usual buy or sell prompts)
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custom_trades = {}
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}
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-- Initialize trading offers for NPC
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--npc.trade.generate_trade_offers_by_status(ent)
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-- if ent.trader_data.trader_status == npc.trade.CASUAL then
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-- select_casual_trade_offers(ent)
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-- end
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-- Actions data
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ent.actions = {
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-- The queue is a queue of actions to be performed on each interval
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queue = {},
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-- Current value of the action timer
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action_timer = 0,
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-- Determines the interval for each action in the action queue
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-- Default is 1. This can be changed via actions
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action_interval = 1,
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-- Avoid the execution of the action timer
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action_timer_lock = false,
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-- Defines the state of the current action
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current_action_state = npc.action_state.none,
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-- Store information about action on state before lock
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state_before_lock = {
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-- State of the mobs_redo API
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freeze = false,
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-- State of execution
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action_state = npc.action_state.none,
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-- Action executed while on lock
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interrupted_action = {}
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}
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}
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-- This flag is checked on every step. If it is true, the rest of
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-- Mobs Redo API is not executed
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ent.freeze = nil
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-- This map will hold all the places for the NPC
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-- Map entries should be like: "bed" = {x=1, y=1, z=1}
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ent.places_map = {}
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-- Schedule data
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ent.schedules = {
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-- Flag to enable or disable the schedules functionality
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enabled = true,
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-- Lock for when executing a schedule
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lock = false,
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-- An array of schedules, meant to be one per day at some point
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-- when calendars are implemented. Allows for only 7 schedules,
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-- one for each day of the week
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generic = {},
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-- An array of schedules, meant to be for specific dates in the
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-- year. Can contain as many as possible. The keys will be strings
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-- in the format MM:DD
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date_based = {}
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}
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-- Temporary initialization of actions for testing
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local nodes = npc.places.find_node_nearby(ent.object:getpos(), {"cottages:bench"}, 20)
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minetest.log("Found nodes: "..dump(nodes))
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--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20)
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--minetest.log("Path to node: "..dump(path))
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--npc.add_action(ent, npc.actions.use_door, {self = ent, pos = nodes[1], action = npc.actions.door_action.OPEN})
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--npc.add_action(ent, npc.actions.stand, {self = ent})
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--npc.add_action(ent, npc.actions.stand, {self = ent})
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-- if nodes[1] ~= nil then
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-- npc.add_task(ent, npc.actions.walk_to_pos, {end_pos=nodes[1], walkable={}})
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-- npc.actions.use_furnace(ent, nodes[1], "default:cobble 5", false)
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-- --npc.add_action(ent, npc.actions.sit, {self = ent})
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-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- --npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.GET_UP)
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-- --npc.add_action(ent, npc.actions.set_interval, {self=ent, interval=10, freeze=true})
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-- npc.add_action(ent, npc.actions.freeze, {freeze = false})
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-- end
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-- Dedicated trade test
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ent.trader_data.trade_list.both = {
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["default:tree"] = {},
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["default:cobble"] = {},
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["default:wood"] = {},
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["default:diamond"] = {},
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["default:mese_crystal"] = {},
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["flowers:rose"] = {},
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["advanced_npc:marriage_ring"] = {},
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["flowers:geranium"] = {},
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["mobs:meat"] = {},
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["mobs:leather"] = {},
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["default:sword_stone"] = {},
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["default:shovel_stone"] = {},
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["default:axe_stone"] = {}
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}
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npc.trade.generate_trade_offers_by_status(ent)
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-- Add a custom trade offer
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local offer1 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your steel sword?", "Fix steel sword", "Fix steel sword", "default:sword_steel", {"default:sword_steel", "default:iron_lump 5"})
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table.insert(ent.trader_data.custom_trades, offer1)
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local offer2 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your mese sword?", "Fix mese sword", "Fix mese sword", "default:sword_mese", {"default:sword_mese", "default:copper_lump 10"})
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table.insert(ent.trader_data.custom_trades, offer2)
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-- Add a simple schedule for testing
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npc.create_schedule(ent, npc.schedule_types.generic, 0)
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-- Add schedule entries
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local morning_actions = {
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[1] = {task = npc.actions.walk_to_pos, args = {end_pos=nodes[1], walkable={}} } ,
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[2] = {task = npc.actions.use_sittable, args = {pos=nodes[1], action=npc.actions.const.sittable.SIT} },
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[3] = {action = npc.actions.freeze, args = {freeze = true}}
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}
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npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions)
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local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
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npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions)
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-- local night_actions = {action: npc.action, args: {}}
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-- npc.add_schedule_entry(self, npc.schedule_type.generic, 0, 19, check, actions)
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-- npc.add_action(ent, npc.action.stand, {self = ent})
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-- npc.add_action(ent, npc.action.stand, {self = ent})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.sit, {self = ent})
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-- npc.add_action(ent, npc.action.rotate, {self = ent, dir = npc.direction.south})
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-- npc.add_action(ent, npc.action.lay, {self = ent})
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-- Temporary initialization of places
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-- local bed_nodes = npc.places.find_new_nearby(ent, npc.places.nodes.BEDS, 8)
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-- minetest.log("Number of bed nodes: "..dump(#bed_nodes))
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-- if #bed_nodes > 0 then
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-- npc.places.add_owned(ent, "bed1", npc.places.PLACE_TYPE.OWN_BED, bed_nodes[1])
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-- end
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minetest.log(dump(ent))
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-- Refreshes entity
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ent.object:set_properties(ent)
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end
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---------------------------------------------------------------------------------------
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-- Scanning functions
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---------------------------------------------------------------------------------------
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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 spawner.scan_area(start_pos, end_pos)
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minetest.log("Scanning area for nodes...")
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minetest.log("Start pos: "..dump(start_pos))
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minetest.log("End pos: "..dump(end_pos))
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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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result.bed_type = npc.places.find_node_in_area(start_pos, end_pos, npc.places.nodes.BED_TYPE)
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result.sittable_type = npc.places.find_node_in_area(start_pos, end_pos, npc.places.nodes.SITTABLE_TYPE)
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result.furnace_type = npc.places.find_node_in_area(start_pos, end_pos, npc.places.nodes.FURNACE_TYPE)
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result.storage_type = npc.places.find_node_in_area(start_pos, end_pos, npc.places.nodes.STORAGE_TYPE)
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result.openable_type = npc.places.find_node_in_area(start_pos, end_pos, npc.places.nodes.OPENABLE_TYPE)
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minetest.log("Found nodes inside area: "..dump(result))
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return result
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end
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-- This function is called when the node timer for spawning NPC
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-- is expired
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function npc.spawner.spawn_npc(pos)
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-- Get timer
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local timer = minetest.get_node_timer(pos)
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-- Get metadata
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local meta = minetest.get_meta(pos)
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-- Check amount of NPCs that should be spawned
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local npc_count = meta:get_int("npc_count")
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local spawned_npc_count = meta:get_int("spawned_npc_count")
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minetest.log("Currently spawned "..dump(spawned_npc_count).." of "..dump(npc_count).." NPCs")
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if spawned_npc_count < npc_count then
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-- Spawn a NPC
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local npc = minetest.add_entity(pos, "advanced_npc:npc")
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if npc and npc:get_luaentity() then
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spawn(npc, pos)
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-- Increase NPC spawned count
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spawned_npc_count = spawned_npc_count + 1
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-- Store count into node
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meta:set_int("spawned_npc_count", spawned_npc_count)
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-- Check if there are more NPCs to spawn
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if spawned_npc_count >= npc_count then
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-- Stop timer
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timer:stop()
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end
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return true
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else
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npc:remove()
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return false
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end
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end
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end
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-- This function takes care of calculating how many NPCs will be spawn
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function spawner.calculate_npc_spawning(pos)
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local meta = minetest.get_meta(pos)
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-- Get nodes for this building
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local node_data = minetest.deserialize(meta:get_string("node_data"))
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if node_data == nil then
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minetest.log("ERROR: Mis-configured advanced_npc:plotmarker_auto_spawner at position: "..dump(pos))
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return
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end
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-- Check number of beds
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local beds_count = #node_data.bed_type
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minetest.log("Number of beds: "..dump(beds_count))
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local npc_count = 0
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-- If number of beds is zero or beds/2 is less than one, spawn
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-- a single NPC.
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if beds_count == 0 or (beds_count > 0 and beds_count / 2 < 1) then
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-- Spawn a single NPC
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npc_count = 1
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else
|
|
-- Spawn beds_count/2 NPCs
|
|
npc_count = ((beds_count / 2) - ((beds_count / 2) % 1))
|
|
end
|
|
minetest.log("Will spawn "..dump(npc_count).." NPCs at "..dump(pos))
|
|
-- Store amount of NPCs to spawn
|
|
meta:set_int("npc_count", npc_count)
|
|
-- Store amount of NPCs spawned
|
|
meta:set_int("spawned_npc_count", 0)
|
|
-- Start timer
|
|
local timer = minetest.get_node_timer(pos)
|
|
timer:start(npc.spawn_delay)
|
|
end
|
|
|
|
---------------------------------------------------------------------------------------
|
|
-- Support code for mg_villages mods
|
|
---------------------------------------------------------------------------------------
|
|
|
|
-- This function creates a table of the scannable nodes inside
|
|
-- a mg_villages building. It needs the plotmarker position for a start
|
|
-- point and the building_data to get the x, y and z-coordinate size
|
|
-- of the building schematic
|
|
function spawner.scan_mg_villages_building(pos, building_data)
|
|
-- Get area of the building
|
|
local x_size = building_data.sizex
|
|
local y_size = building_data.ysize
|
|
local z_size = building_data.sizez
|
|
local start_pos = {x=pos.x, y=pos.y, z=pos.z}
|
|
local end_pos = {x=pos.x + x_size, y=pos.y + y_size, z=pos.z + z_size}
|
|
|
|
return spawner.scan_area(start_pos, end_pos)
|
|
end
|
|
|
|
-- This function replaces an existent mg_villages:plotmarker with
|
|
-- and advanced_npc:auto_spawner. The existing metadata will be kept,
|
|
-- to allow compatibility. A new formspec will appear on right-click,
|
|
-- however it will as well allow to buy or manage the plot.
|
|
-- Also, the building is scanned for NPC-usable nodes and the amount
|
|
-- of NPCs to spawn and the interval is calculated.
|
|
function spawner.replace_mg_villages_plotmarker(pos)
|
|
-- Get the meta at the current position
|
|
local meta = minetest.get_meta(pos)
|
|
local village_id = meta:get_string("village_id")
|
|
local plot_nr = meta:get_int("plot_nr")
|
|
local infotext = meta:get_string("infotext")
|
|
-- Following line from mg_villages mod, protection.lua
|
|
local btype = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr].btype
|
|
local building_data = mg_villages.BUILDINGS[btype]
|
|
local building_type = building_data.typ
|
|
-- Check if the building is of the support types
|
|
for _,value in pairs(npc.spawner.mg_villages_supported_building_types) do
|
|
|
|
if building_type == value then
|
|
|
|
minetest.log("Replacing mg_villages:plotmarker at "..dump(pos))
|
|
-- Replace the plotmarker for auto-spawner
|
|
minetest.set_node(pos, {name="advanced_npc:plotmarker_auto_spawner"})
|
|
-- Store old plotmarker metadata again
|
|
meta:set_string("village_id", village_id)
|
|
meta:set_int("plot_nr", plot_nr)
|
|
meta:set_string("infotext", infotext)
|
|
-- Store building type in metadata
|
|
meta:set_string("building_type", building_type)
|
|
-- Scan building for nodes
|
|
local nodedata = spawner.scan_mg_villages_building(pos, building_data)
|
|
-- Store nodedata into the spawner's metadata
|
|
meta:set_string("node_data", minetest.serialize(nodedata))
|
|
-- Stop searching for building type
|
|
break
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Only register the node, the ABM and the LBM if mg_villages mod
|
|
-- is present
|
|
if minetest.get_modpath("mg_villages") ~= nil then
|
|
|
|
-- Node registration
|
|
-- This node is currently a slightly modified mg_villages:plotmarker
|
|
-- TODO: Change formspec to a more detailed one.
|
|
minetest.register_node("advanced_npc:plotmarker_auto_spawner", {
|
|
description = "Automatic NPC Spawner",
|
|
drawtype = "nodebox",
|
|
tiles = {"default_stone.png"},
|
|
paramtype = "light",
|
|
paramtype2 = "facedir",
|
|
node_box = {
|
|
type = "fixed",
|
|
fixed = {
|
|
{-0.5+2/16, -0.5, -0.5+2/16, 0.5-2/16, -0.5+2/16, 0.5-2/16},
|
|
}
|
|
},
|
|
groups = {cracky=3,stone=2},
|
|
|
|
on_rightclick = function( pos, node, clicker, itemstack, pointed_thing)
|
|
return mg_villages.plotmarker_formspec( pos, nil, {}, clicker )
|
|
end,
|
|
|
|
on_receive_fields = function(pos, formname, fields, sender)
|
|
return mg_villages.plotmarker_formspec( pos, formname, fields, sender );
|
|
end,
|
|
|
|
on_timer = function(pos, elapsed)
|
|
minetest.log("Calling spawning function...")
|
|
npc.spawner.spawn_npc(pos)
|
|
end,
|
|
|
|
-- protect against digging
|
|
can_dig = function(pos, player)
|
|
local meta = minetest.get_meta(pos);
|
|
if (meta and meta:get_string("village_id") ~= "" and meta:get_int("plot_nr") and meta:get_int("plot_nr") > 0 ) then
|
|
return false;
|
|
end
|
|
return true;
|
|
end
|
|
})
|
|
|
|
-- LBM Registration
|
|
-- Used to modify plotmarkers and replace them with advanced_npc:plotmarker_auto_spawner
|
|
minetest.register_lbm({
|
|
label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
|
|
name = "advanced_npc:mg_villages_plotmarker_replacer",
|
|
nodenames = {"mg_villages:plotmarker"},
|
|
run_at_every_load = false,
|
|
action = function(pos, node)
|
|
-- Check if replacement is activated
|
|
if npc.spawner.replace_activated then
|
|
-- Replace mg_villages:plotmarker
|
|
spawner.replace_mg_villages_plotmarker(pos)
|
|
-- Set NPCs to spawn
|
|
spawner.calculate_npc_spawning(pos)
|
|
end
|
|
end
|
|
})
|
|
|
|
-- ABM Registration... for when LBM fails.
|
|
minetest.register_abm({
|
|
label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
|
|
nodenames = {"mg_villages:plotmarker"},
|
|
interval = 60,
|
|
chance = 1,
|
|
catch_up = true,
|
|
action = function(pos, node, active_object_count, active_object_count_wider)
|
|
-- Check if replacement is activated
|
|
if npc.spawner.replace_activated then
|
|
-- Replace mg_villages:plotmarker
|
|
spawner.replace_mg_villages_plotmarker(pos)
|
|
-- Set NPCs to spawn
|
|
spawner.calculate_npc_spawning(pos)
|
|
end
|
|
end
|
|
})
|
|
|
|
end
|
|
|
|
-- Chat commands to manage spawners
|
|
|
|
minetest.register_chatcommand("restore_plotmarkers", {
|
|
description = "Replaces all advanced_npc:plotmarker_auto_spawner with mg_villages:plotmarker in the specified radius.",
|
|
privs = {server=true},
|
|
func = function(name, param)
|
|
-- Check if radius is null
|
|
if param == nil then
|
|
minetest.chat_send_player(name, "Need to enter a radius as an integer number. Ex. /restore_plotmarkers 10 for a radius of 10")
|
|
end
|
|
-- Get player position
|
|
local pos = {}
|
|
for _,player in pairs(minetest.get_connected_players()) do
|
|
if player:get_player_name() == name then
|
|
pos = player:get_pos()
|
|
break
|
|
end
|
|
end
|
|
-- Search for nodes
|
|
local radius = tonumber(param)
|
|
local start_pos = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
|
|
local end_pos = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
|
|
local nodes = minetest.find_nodes_in_area_under_air(start_pos, end_pos,
|
|
{"advanced_npc:plotmarker_auto_spawner"})
|
|
-- Check if we have nodes to replace
|
|
minetest.chat_send_player(name, "Found "..dump(#nodes).." nodes to replace...")
|
|
if #nodes == 0 then
|
|
return
|
|
end
|
|
-- Replace all nodes
|
|
for i = 1, #nodes do
|
|
minetest.log(dump(nodes[i]))
|
|
local meta = minetest.get_meta(nodes[i])
|
|
local village_id = meta:get_string("village_id")
|
|
local plot_nr = meta:get_int("plot_nr")
|
|
local infotext = meta:get_string("infotext")
|
|
-- Replace node
|
|
minetest.set_node(nodes[i], {name="mg_villages:plotmarker"})
|
|
-- Set metadata
|
|
meta = minetest.get_meta(nodes[i])
|
|
meta:set_string("village_id", village_id)
|
|
meta:set_int("plot_nr", plot_nr)
|
|
meta:set_string("infotext", infotext)
|
|
end
|
|
minetest.chat_send_player(name, "Finished "..dump(#nodes).." replacement successfully")
|
|
end
|
|
}) |