e3fc7be783
Add staircase detection method, for basic staircases. Ability to detect the bottom, middle and top nodes. Useful for future implementation of being able to use 2nd floors.
206 lines
6.5 KiB
Lua
206 lines
6.5 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 and cottages is going to be provided.
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npc.places = {}
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npc.places.nodes = {
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BEDS = {
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"beds:bed_bottom",
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"beds:fancy_bed_bottom"
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},
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SITTABLE = {
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"cottages:bench",
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-- TODO: Register all stairs node that are supported for sitting
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-- Hint: wood
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"stairs:stair_wood"
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},
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CHESTS = {
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"default:chest",
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"default:chest_locked"
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}
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}
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npc.places.PLACE_TYPE = {
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"OWN_BED",
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"OWN_CHEST",
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"HOUSE_CHAIR",
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"HOUSE_TABLE",
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"HOUSE_FURNACE",
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"HOUSE_ENTRANCE"
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}
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function npc.places.add_public(self, place_name, place_type, pos)
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self.places_map[place_name] = {type=place_type, pos=pos}
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end
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-- Adds a specific node to the NPC places, and modifies the
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-- node metadata to identify the NPC as the owner. This allows
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-- other NPCs to avoid to take this as their own.
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function npc.places.add_owned(self, place_name, place_type, pos)
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-- Get node metadata
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local meta = minetest.get_meta(pos)
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-- Check if it is owned by an NPC?
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if meta:get_string("npc_owner") == "" then
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-- Set owned by NPC
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meta:set_string("npc_owner", self.npc_id)
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-- Add place to list
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npc.places.add_public(self, place_name, place_type, pos)
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return true
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end
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return false
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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_name, 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_name)
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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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-- 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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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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-- 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, i2 = 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, p2 = 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, up_p2 = string.find(upper_node.name, "stairs:")
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local lo_p1, lo_p2 = 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
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-- Try downwards now
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if lo_p1 ~= nil then
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result = npc.places.staircase.middle
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end
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return result
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else
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-- Check if there is a staircase downwards
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if lo_p1 ~= nil then
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return npc.places.staircase.top
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else
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return npc.places.staircase.none
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end
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end
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end
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-- This is not a stairs node
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return nil
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end |