forked from mtcontrib/maidroid
Update farming core
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@ -145,9 +145,10 @@ function maidroid.maidroid.set_wield_item_stack(self, stack)
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end
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-- maidroid.maidroid.add_item_to_main add item to main slot.
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-- and returns leftover.
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function maidroid.maidroid.add_item_to_main(self, stack)
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local inv = self:get_inventory()
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inv:add_item("main", stack)
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return inv:add_item("main", stack)
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end
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-- maidroid.maidroid.move_main_to_wield moves itemstack from main to wield.
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@ -92,13 +92,20 @@ do -- register farming core
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end
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end
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local function to_walk_randomly(self)
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self.state = state.WALK_RANDOMLY
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self.time_counters[1] = 0
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self.time_counters[2] = 0
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self:change_direction_randomly()
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end
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local function to_walk_to_plant(self, path, destination)
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self.state = state.WALK_TO_PLANT
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self.path = path
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self.destination = destination
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self.time_counters[1] = 0 -- find path interval
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self.time_counters[2] = 0
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self.pre_position = self.object:getpos()
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self:change_direction(self.path[1])
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end
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local function to_walk_to_mow(self, path, destination)
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@ -107,7 +114,25 @@ do -- register farming core
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self.destination = destination
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self.time_counters[1] = 0 -- find path interval
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self.time_counters[2] = 0
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self.pre_position = self.object:getpos()
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self:change_direction(self.path[1])
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end
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local function to_plant(self)
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if self:move_main_to_wield(function(itemname) return (minetest.get_item_group(itemname, "seed") > 0 end)) then
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self.state = state.PLANT
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self.time_counters[1] = 0
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self.object:set_velocity{x = 0, y = 0, z = 0}
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return
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else
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to_walk_randomly(self)
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return
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end
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end
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local function to_mow(self)
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self.state = state.MOW
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self.time_counters[1] = 0
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self.object:set_velocity{x = 0, y = 0, z = 0}
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end
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local function walk_to_plant_and_mow_common(self, dtime)
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@ -128,8 +153,21 @@ do -- register farming core
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end
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-- follow path
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if vector.distance(path[1], self.object:getpos()) < 0.01 then
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table.remove(path, 1) -- next step, follow next path.
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if vector.distance(self.path[1], self.object:getpos()) < 0.01 then
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table.remove(self.path, 1)
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if #self.path == 0 then -- end of path
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if self.state == state.WALK_TO_PLANT then
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to_plant(self)
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return
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elseif self.state == state.WALK_TO_MOW then
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to_mow(self)
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return
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end
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else -- else next step, follow next path.
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self:change_direction(self.path[1])
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end
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else
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-- if maidroid is stopped by obstacles, the maidroid must jump.
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local velocity = self.object:getvelocity()
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@ -142,6 +180,65 @@ do -- register farming core
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end
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end
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local function plant(self, dtime)
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if self.time_counters[1] >= 5 then
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if is_plantable_place(self.destination) then
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local stack = self:get_wield_item_stack()
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stack:take_item(1)
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self:set_wield_item_stack(stack)
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return
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end
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to_walk_randomly()
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return
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else
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self.time_counters[1] = self.time_counters[1] + 1
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end
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end
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local function mow(self, dtime)
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if self.time_counters[1] >= 5 then
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if is_mowable_place(self.destination) then
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local destnode = minetest.get_node(self.destination)
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minetest.remove_node(self.destination)
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local stacks = minetest.get_node_drops(destnode.name)
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for _, stack in ipairs(stacks) do
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local leftover = self:add_item_to_main(stack)
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minetest.add_item(self.destination, leftover)
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end
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end
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to_walk_randomly()
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return
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else
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self.time_counters[1] = self.time_counters[1] + 1
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end
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end
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local function plant_and_mow_common(self, dtime)
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if self.time_counters[1] >= 5 then
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if (self.state == state.PLANT and not is_plantable_place(self.destination)
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or (self.state == state.MOW and not is_mowable_place(self.destination)) then
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local inv = self:get_inventory()
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local stacks = inv:get_list("main")
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for idx, stack in ipairs(stacks) do
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local item_name = stack:get_name()
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if minetest.get_item_group(item_name, "seed") > 0 then
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minetest.add_node(self.destination, {name = item_name, param2 = 1})
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stack:take_item(1)
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inv:set_stack("main", idx, stack)
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break
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end
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end
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end
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to_walk(self)
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else
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self.time_count = self.time_count + 1
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end
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end
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local function on_step(self, dtime)
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if self.state == state.WALK_RANDOMLY then
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walk_randomly(self, dtime)
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