maidroid/modules/lumberjack_module.lua

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------------------------------------------------------------
-- Copyright (c) 2016 tacigar
-- https://github.com/tacigar/maidroid
------------------------------------------------------------
local util = maidroid.util
local _aux = maidroid.modules._aux
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local state = {
walk = 0,
plant = 1,
punch = 2,
walk_to_tree = 3,
walk_avoid = 4,
}
local find_lenvec = {x = 3, y = 0, z = 3}
local plant_lenvec = {x = 2, y = 0, z = 2}
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local max_punch_time = 20
local max_plant_time = 20
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local max_avoid_time = 15
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local target_tree_list = { "default:tree" }
local target_sapling_list = { "default:sapling" }
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-- check the maidroid need to start to punch
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local function check_punch_flag(forward_pos)
local forward_upper_pos = util.table_shallow_copy(forward_pos)
while true do
local forward_upper_node = minetest.get_node(forward_upper_pos)
if util.table_find_value(target_tree_list, forward_upper_node.name) then
return true, forward_upper_pos, forward_upper_node
elseif forward_upper_node.name ~= "air" then break end
forward_upper_pos.y = forward_upper_pos.y + 1
end
return false, nil, nil
end
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-- check the maidroid has sapling items
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local function has_sapling_item(self)
local inv = maidroid._aux.get_maidroid_inventory(self)
local stacks = inv:get_list("main")
for _, stack in ipairs(stacks) do
local item_name = stack:get_name()
if util.table_find_value(target_sapling_list, item_name) then
return true
end
end
return false
end
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maidroid.register_module("maidroid:lumberjack_module", {
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description = "Maidroid Module : Lumberjack",
inventory_image = "maidroid_lumberjack_module.png",
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initialize = function(self)
self.state = state.walk
self.time_count = 0
self.object:setacceleration{x = 0, y = -10, z = 0}
self.object:set_animation(maidroid.animations.walk, 15, 0)
self.preposition = self.object:getpos()
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self.destination = nil
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_aux.change_dir(self)
end,
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finalize = function(self)
self.state = nil
self.time_count = nil
self.preposition = nil
self.object:setvelocity{x = 0, y = 0, z = 0}
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self.destination = nil
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end,
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on_step = function(self, dtime)
local pos = self.object:getpos()
local rpos = vector.round(pos)
local yaw = self.object:getyaw()
local forward = _aux.get_forward(yaw)
local rforward = _aux.get_round_forward(forward)
local forward_pos = vector.add(rpos, rforward)
local forward_node = minetest.get_node(forward_pos)
local forward_under_pos = _aux.get_under_pos(forward_pos)
local forward_under_node = minetest.get_node(forward_under_pos)
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if self.state == state.walk then
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local b, dest = _aux.search_surrounding(self, find_lenvec, function(self, pos, node)
return util.table_find_value(target_tree_list, node.name)
end)
if b then -- walk to tree
self.state = state.walk_to_tree
self.destination = dest
_aux.change_dir_to(self, dest)
-- to plant sapling
elseif forward_node.name == "air"
and minetest.get_item_group(forward_under_node.name, "soil") > 0
and not _aux.search_surrounding(self, plant_lenvec, function(self, pos, node) -- no tree around
return util.table_find_value(target_tree_list, node.name)
or util.table_find_value(target_sapling_list, node.name)
end)
and has_sapling_item(self) then
self.state = state.plant
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self.object:set_animation(maidroid.animations.mine, 15, 0)
self.object:setvelocity{x = 0, y = 0, z = 0}
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-- else continue to walk
else
if pos.x == self.preposition.x or pos.z == self.preposition.z then
_aux.change_dir(self)
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end
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end
-- pickup sapling items
_aux.pickup_item(self, 1.5, function(itemstring)
return util.table_find_value(target_sapling_list, itemstring)
end)
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elseif self.state == state.punch then
if self.time_count >= max_punch_time then
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local punch_flag, forward_upper_pos, forward_upper_node = check_punch_flag(self.destination)
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if punch_flag then
minetest.remove_node(forward_upper_pos)
local inv = minetest.get_inventory{type = "detached", name = self.invname}
local stacks = minetest.get_node_drops(forward_upper_node.name)
for _, stack in ipairs(stacks) do
local leftover = inv:add_item("main", stack)
minetest.add_item(forward_pos, leftover)
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end
end
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if (not forward_upper_pos) or (forward_upper_pos and
not check_punch_flag(_aux.get_upper_pos(forward_upper_pos))) then
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self.state = state.walk
self.object:set_animation(maidroid.animations.walk, 15, 0)
_aux.change_dir(self)
end
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self.time_count = 0
else
self.time_count = self.time_count + 1
end
elseif self.state == state.plant then
if self.time_count > max_plant_time then
if forward_node.name == "air"
and minetest.get_item_group(forward_under_node.name, "soil") > 0 then
local inv = minetest.get_inventory{type = "detached", name = self.invname}
local stacks = inv:get_list("main")
for i, stack in ipairs(stacks) do
local itemname = stack:get_name()
if util.table_find_value(target_sapling_list, itemname) then
minetest.add_node(forward_pos, {name = itemname, param2 = 1})
stack:take_item(1)
inv:set_stack("main", i, stack)
break
end
end
end
self.state = state.walk
self.object:set_animation(maidroid.animations.walk, 15, 0)
self.time_count = 0
_aux.change_dir(self)
else
self.time_count = self.time_count + 1
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end
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elseif self.state == state.walk_to_tree then
if vector.distance(pos, self.destination) < 1.5 then -- to punch state
local destnode = minetest.get_node(self.destination)
if (util.table_find_value(target_tree_list, destnode.name)) then
self.state = state.punch
self.object:set_animation(maidroid.animations.mine, 15, 0)
self.object:setvelocity{x = 0, y = 0, z = 0}
else
self.state = state.walk
self.object:set_animation(maidroid.animations.walk, 15, 0)
self.time_count = 0
_aux.change_dir(self)
end
else
if pos.x == self.preposition.x or pos.z == self.preposition.z then
self.state = state.walk_avoid
self.object:set_animation(maidroid.animations.walk, 15, 0)
self.time_count = 0
_aux.change_dir(self)
end
end
elseif self.state == state.walk_avoid then
if self.time_count > max_avoid_time then
self.state = state.walk
self.time_count = 0
else
self.time_count = self.time_count + 1
end
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end
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self.preposition = pos
end
})