forked from VoxeLibre/VoxeLibre
Villagers - On die, clear job and bed. Get same job if already traded. Thunderstorms go to bed
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@ -16,6 +16,14 @@ local CRAMMING_DAMAGE = 3
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-- Localize
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local S = minetest.get_translator("mcl_mobs")
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
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local LOG_MODULE = "[Mobs]"
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local function mcl_log (message)
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if LOGGING_ON and message then
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minetest.log(LOG_MODULE .. " " .. message)
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end
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end
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local function shortest_term_of_yaw_rotatoin(self, rot_origin, rot_target, nums)
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if not rot_origin or not rot_target then
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@ -1562,6 +1570,7 @@ end
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-- find two animals of same type and breed if nearby and horny
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local breed = function(self)
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--mcl_log("In breed function")
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-- child takes a long time before growing into adult
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if self.child == true then
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@ -1619,6 +1628,8 @@ local breed = function(self)
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if self.horny == true
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and self.hornytimer <= HORNY_TIME then
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mcl_log("In breed function. All good. Do the magic.")
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local pos = self.object:get_pos()
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
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@ -1653,6 +1664,8 @@ local breed = function(self)
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end
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end
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if canmate then mcl_log("In breed function. Can mate.") end
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if ent
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and canmate == true
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and ent.horny == true
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@ -1667,6 +1680,8 @@ local breed = function(self)
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ent.hornytimer = HORNY_TIME + 1
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-- spawn baby
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minetest.after(5, function(parent1, parent2, pos)
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if not parent1.object:get_luaentity() then
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return
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@ -2480,20 +2495,42 @@ local function check_gowp(self,dtime)
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if gowp_etime < 0.2 then return end
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gowp_etime = 0
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local p = self.object:get_pos()
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if not p or not self._target then return end
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if vector.distance(p,self._target) < 1 then
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-- no destination
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if not p or not self._target then
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mcl_log("p: ".. tostring(p))
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mcl_log("self._target: ".. tostring(self._target))
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return
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end
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-- arrived at location
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local distance_to_targ = vector.distance(p,self._target)
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mcl_log("Distance to targ: ".. tostring(distance_to_targ))
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if distance_to_targ < 2 then
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mcl_log("Arrived at _target")
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self.waypoints = nil
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self._target = nil
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self.current_target = nil
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self.state = "stand"
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self.order = "stand"
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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if self.callback_arrived then return self.callback_arrived(self) end
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return true
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end
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if self.waypoints and ( not self.current_target or vector.distance(p,self.current_target) < 2 ) then
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if not self.current_target then
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for i, j in pairs (self.waypoints) do
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mcl_log("Way: ".. tostring(i))
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mcl_log("Val: ".. tostring(j))
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end
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--mcl_log("nextwp:".. tostring(self.waypoints) )
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end
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self.current_target = table.remove(self.waypoints, 1)
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--minetest.log("nextwp:".. tostring(self.current_target) )
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mcl_log("current target:".. tostring(self.current_target) )
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--mcl_log("type:".. type(self.current_target) )
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go_to_pos(self,self.current_target)
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return
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elseif self.current_target then
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@ -2507,7 +2544,7 @@ local function check_gowp(self,dtime)
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return
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end
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if not self.current_target then
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--minetest.log("no path")
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--mcl_log("no path")
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self.state = "walk"
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end
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end
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@ -2558,9 +2595,9 @@ local do_states = function(self, dtime)
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end
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-- npc's ordered to stand stay standing
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if self.type ~= "npc" or
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(self.order ~= "stand" and self.order ~= "sleep" and self.order ~= "work") then
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if self.type == "npc" or (self.order == "stand" or self.order == "sleep" or self.order == "work") then
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else
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if self.walk_chance ~= 0
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and self.facing_fence ~= true
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and random(1, 100) <= self.walk_chance
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@ -3073,6 +3110,8 @@ local do_states = function(self, dtime)
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end
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end
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end
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else
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end
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end
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end
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@ -3087,13 +3126,21 @@ local plane_adjacents = {
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local gopath_last = os.time()
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function mcl_mobs:gopath(self,target,callback_arrived)
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if self.state == "gowp" then mcl_log("Already set as gowp, don't set another path until done.") return end
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if os.time() - gopath_last < 15 then return end
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gopath_last = os.time()
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--minetest.log("gowp")
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self.order = nil
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mcl_log("gowp target: " .. minetest.pos_to_string(target))
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local p = self.object:get_pos()
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local t = vector.offset(target,0,1,0)
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local wp = minetest.find_path(p,t,150,1,4)
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--Path to door first
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if not wp then
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--mcl_log("gowp. no wp. Look for door")
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local d = minetest.find_node_near(target,16,{"group:door"})
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if d then
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for _,v in pairs(plane_adjacents) do
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@ -15,6 +15,8 @@
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-- TODO: Internal inventory, trade with other villagers
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-- TODO: Schedule stuff (work,sleep,father)
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local weather_mod = minetest.get_modpath("mcl_weather")
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local S = minetest.get_translator("mobs_mc")
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local N = function(s) return s end
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local F = minetest.formspec_escape
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@ -40,6 +42,14 @@ local PLAYER_SCAN_RADIUS = 4 -- scan radius for looking for nearby players
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-- these items should be implemented as single items, then everything
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-- will be much easier.
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
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local LOG_MODULE = "[Mobs - Villager]"
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local function mcl_log (message)
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if LOGGING_ON and message then
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minetest.log(LOG_MODULE .. " " .. message)
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end
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end
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local COMPASS = "mcl_compass:compass"
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if minetest.registered_aliases[COMPASS] then
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COMPASS = minetest.registered_aliases[COMPASS]
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@ -500,15 +510,24 @@ for id, _ in pairs(professions) do
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table.insert(profession_names, id)
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end
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local jobsites={}
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for _,n in pairs(profession_names) do
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if n then
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if professions[n].jobsite then
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table.insert(jobsites,professions[n].jobsite)
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local function populate_jobsites (profession)
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if profession then
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mcl_log("populate_jobsites: ".. tostring(profession))
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end
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local jobsites_requested={}
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for _,n in pairs(profession_names) do
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if n and professions[n].jobsite then
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if not profession or (profession and profession == n) then
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--minetest.log("populate_jobsites. Adding: ".. tostring(n))
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table.insert(jobsites_requested,professions[n].jobsite)
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end
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end
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end
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return jobsites_requested
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end
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jobsites = populate_jobsites()
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local spawnable_bed={}
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table.insert(spawnable_bed, "mcl_beds:bed_red_bottom")
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@ -539,10 +558,11 @@ local function get_badge_textures(self)
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end
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local function set_textures(self)
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self.object:set_properties({textures=get_badge_textures(self)})
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local badge_textures = get_badge_textures(self)
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mcl_log("Setting textures: " .. tostring(badge_textures))
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self.object:set_properties({textures=badge_textures})
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end
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function get_activity(tod)
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-- night hours = tod > 18541 or tod < 5458
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if not tod then
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@ -551,9 +571,15 @@ function get_activity(tod)
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tod = ( tod * 24000 ) % 24000
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local lunch_start = 12000
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local lunch_end = 13300
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local work_start = 8300
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local work_end = 16300
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local lunch_end = 13000
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local work_start = 6500
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local work_end = 18000
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--local lunch_start = 12000
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--local lunch_end = 13300
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--local work_start = 8300
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--local work_end = 16300
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local activity = nil
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if (tod > work_start and tod < lunch_start) or (tod > lunch_end and tod < work_end) then
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@ -561,11 +587,11 @@ function get_activity(tod)
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elseif mcl_beds.is_night() then
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activity = SLEEP
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elseif tod > lunch_start and tod < lunch_end then
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activity = "chill"
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activity = "lunch"
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else
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activity = "undefined"
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activity = "chill"
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end
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--minetest.log("Time is " .. tod ..". Activity is: ".. activity)
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mcl_log("Time is " .. tod ..". Activity is: ".. activity)
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return activity
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end
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@ -580,7 +606,7 @@ local function go_home(entity, sleep)
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local bed_node = minetest.get_node(b)
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if not bed_node then
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entity._bed = nil
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--minetest.log("Cannot find bed. Unset it")
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mcl_log("Cannot find bed. Unset it")
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return
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end
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@ -588,7 +614,7 @@ local function go_home(entity, sleep)
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if vector.distance(entity.object:get_pos(),b) < 2 then
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if sleep then
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entity.order = SLEEP
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--minetest.log("Sleep time!")
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mcl_log("Sleep time!")
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end
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else
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if sleep and entity.order == SLEEP then
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@ -628,7 +654,7 @@ local function check_bed (entity)
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local n = minetest.get_node(b)
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if n and n.name ~= "mcl_beds:bed_red_bottom" then
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--minetest.log("Where did my bed go?!")
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mcl_log("Where did my bed go?!")
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entity._bed = nil --the stormtroopers have killed uncle owen
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return false
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else
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@ -644,20 +670,27 @@ local function take_bed (entity)
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for _,n in pairs(nn) do
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local m=minetest.get_meta(n)
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--minetest.log("Bed owner: ".. m:get_string("villager"))
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if m:get_string("villager") == "" then
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--minetest.log("Can we path to bed: "..minetest.pos_to_string(n) )
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local gp = mcl_mobs:gopath(entity,n,function()
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--minetest.log("We did path to bed. This is great: "..minetest.pos_to_string(n) )
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mcl_log("Bed owner: ".. m:get_string("villager"))
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if m:get_string("villager") == "" and not entity.state == "gowp" then
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mcl_log("Can we path to bed: "..minetest.pos_to_string(n) )
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local gp = mcl_mobs:gopath(entity,n,function(self)
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if self then
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self.order = "sleep"
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mcl_log("Sleepy time" )
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else
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mcl_log("Can't sleep, no self in the callback" )
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end
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end)
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if gp then
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--minetest.log("Nice bed. I'll defintely take it as I can path")
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mcl_log("Nice bed. I'll defintely take it as I can path")
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m:set_string("villager", entity._id)
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entity._bed = n
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break
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else
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--minetest.log("Awww. I can't find my bed.")
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mcl_log("Awww. I can't find my bed.")
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end
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else
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mcl_log("Currently gowp, or it's taken.")
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end
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end
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end
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@ -707,6 +740,37 @@ local function check_summon(self,dtime)
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self._summon_timer = self._summon_timer + dtime
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end
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local function has_traded (self)
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--mcl_log("Checking name: " .. self._trades)
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local cur_trades_tab = minetest.deserialize(self._trades)
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if cur_trades_tab and type(cur_trades_tab) == "table" then
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for trader, trades in pairs(cur_trades_tab) do
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--mcl_log("Current record: ".. tostring(trader))
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--for tr3, tr4 in pairs (tab_val) do
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--mcl_log("Key: ".. tostring(tr3))
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--mcl_log("Value: ".. tostring(tr4))
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--end
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--mcl_log("traded once: ".. tostring(trades.traded_once))
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if trades.traded_once then
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mcl_log("Villager has traded before. Returning true")
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return true
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end
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end
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end
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mcl_log("Villager has not traded before")
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return false
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end
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local function unlock_trades (self)
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if self then
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mcl_log("We should now try to unlock trades")
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else
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mcl_log("Missing self")
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end
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end
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----- JOBSITE LOGIC
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local function get_profession_by_jobsite(js)
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for k,v in pairs(professions) do
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@ -719,80 +783,133 @@ local function employ(self,jobsite_pos)
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local m = minetest.get_meta(jobsite_pos)
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local p = get_profession_by_jobsite(n.name)
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if p and m:get_string("villager") == "" then
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minetest.log("Taking this job")
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self._profession=p
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mcl_log("Taking this jobsite")
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m:set_string("villager",self._id)
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self._jobsite = jobsite_pos
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if not self.traded then
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self._profession=p
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set_textures(self)
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end
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return true
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else
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--minetest.log("I can not steal someone's job!")
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mcl_log("I can not steal someone's job!")
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end
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end
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local function look_for_job(self)
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if self.last_jobhunt and os.time() - self.last_jobhunt < 360 then return end
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self.last_jobhunt = os.time() + math.random(0,60)
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local function look_for_job(self, requested_jobsites)
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if self.last_jobhunt and os.time() - self.last_jobhunt < 40 then return end
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self.last_jobhunt = os.time() + math.random(0,30)
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mcl_log("Looking for jobs")
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local looking_for_type = jobsites
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if requested_jobsites then
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mcl_log("Looking for jobs of my type")
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local looking_for_type = requested_jobsites
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else
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mcl_log("Looking for any job type")
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end
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local p = self.object:get_pos()
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local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48),jobsites)
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--minetest.log("Looking for jobs")
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local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), looking_for_type)
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for _,n in pairs(nn) do
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local m=minetest.get_meta(n)
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--minetest.log("Job owner: ".. m:get_string("villager"))
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local m = minetest.get_meta(n)
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--mcl_log("Job owner: ".. m:get_string("villager"))
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if m:get_string("villager") == "" then
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--minetest.log("It's a free job for me (".. minetest.pos_to_string(p) .. ")! I'll take: "..minetest.pos_to_string(n) )
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local gp = mcl_mobs:gopath(self,n,function()
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--minetest.log("arrived jobsite "..minetest.pos_to_string(n) )
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mcl_log("It's a free job for me (".. minetest.pos_to_string(p) .. ")! I might be interested: "..minetest.pos_to_string(n) )
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local gp = mcl_mobs:gopath(self,n,function(self)
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mcl_log("Arrived at block callback")
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if self and self.state == "stand" then
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self.order = WORK
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else
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mcl_log("no self. passing param to callback failed")
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end
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end)
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if gp then return end
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if gp then
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if n then
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mcl_log("We can path to this block.. " .. tostring(n))
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end
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return n
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else
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mcl_log("We could not path to block")
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end
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end
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end
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return nil
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end
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local function get_a_job(self)
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--minetest.log("In get a job")
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if self.child then return end
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mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?")
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--self.order = JOB_HUNTING
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local requested_jobsites = jobsites
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if has_traded (self) then
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--mcl_log("Has traded")
|
||||
requested_jobsites = populate_jobsites(self._profession)
|
||||
-- Only pass in my jobsite to two functions here
|
||||
else
|
||||
mcl_log("Has not traded")
|
||||
end
|
||||
|
||||
|
||||
local p = self.object:get_pos()
|
||||
local n = minetest.find_node_near(p,1,jobsites)
|
||||
|
||||
local n = minetest.find_node_near(p,1,requested_jobsites)
|
||||
|
||||
--Ideally should check for closest available. It'll make pathing easier.
|
||||
--local n = look_for_job(self)
|
||||
|
||||
if not n then
|
||||
--minetest.log("Job hunt failed. No job block near.")
|
||||
else
|
||||
--minetest.log("Found job block near. Is it free though?")
|
||||
--mcl_log("Job hunt failed. Could not find block I have walked to")
|
||||
end
|
||||
|
||||
if n and employ(self,n) then return true end
|
||||
|
||||
if self.state ~= "gowp" then look_for_job(self) end
|
||||
if self.state ~= "gowp" then
|
||||
mcl_log("Nothing near. Need to look for a job")
|
||||
look_for_job(self, requested_jobsites)
|
||||
end
|
||||
end
|
||||
|
||||
local function find_jobsite (self)
|
||||
local function retrieve_my_jobsite (self)
|
||||
if not self or not self._jobsite then
|
||||
--minetest.log("find_jobsite. Invalid params")
|
||||
--mcl_log("find_jobsite. Invalid params")
|
||||
return
|
||||
end
|
||||
|
||||
local n = mcl_vars.get_node(self._jobsite)
|
||||
local m = minetest.get_meta(self._jobsite)
|
||||
if m:get_string("villager") == self._id then
|
||||
--minetest.log("find_jobsite. is my job.")
|
||||
--mcl_log("find_jobsite. is my job.")
|
||||
return n
|
||||
else
|
||||
--minetest.log("find_jobsite. Not my job")
|
||||
--mcl_log("find_jobsite. Not my job")
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
local function check_jobsite(self)
|
||||
if self._traded then
|
||||
return false
|
||||
end
|
||||
|
||||
if not find_jobsite (self) then
|
||||
local function validate_jobsite(self)
|
||||
if not retrieve_my_jobsite (self) then
|
||||
if not self._traded then
|
||||
mcl_log("Cannot retrieve my jobsite. I am now unemployed.")
|
||||
self._jobsite = nil
|
||||
self._profession = "unemployed"
|
||||
self._trades = nil
|
||||
set_textures(self)
|
||||
if self.order == WORK then
|
||||
self.order = nil
|
||||
end
|
||||
end
|
||||
return false
|
||||
else
|
||||
return true
|
||||
|
@ -802,45 +919,67 @@ end
|
|||
|
||||
|
||||
local function do_work (self)
|
||||
local jobsite2 = find_jobsite (self)
|
||||
if self.child then return end
|
||||
--mcl_log("Time for work")
|
||||
|
||||
-- Don't try if looking_for_work, or gowp possibly
|
||||
if validate_jobsite(self) then
|
||||
mcl_log("My jobsite is valid. Do i need to travel?")
|
||||
|
||||
local jobsite2 = retrieve_my_jobsite (self)
|
||||
local jobsite = self._jobsite
|
||||
|
||||
if self and jobsite2 and self._jobsite then
|
||||
if self.order == WORK then
|
||||
--minetest.log("I'm already working, boss!")
|
||||
|
||||
self.object:set_velocity({x = 0, y = 0, z = 0})
|
||||
--minetest.log("[mobs_mc] Villager velocity is: ".. minetest.pos_to_string(self.object:get_velocity()))
|
||||
return
|
||||
end
|
||||
|
||||
mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite))
|
||||
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
|
||||
--minetest.log("Made it to work ok!")
|
||||
mcl_log("Made it to work ok!")
|
||||
|
||||
if not (self.state == "gowp") then
|
||||
mcl_log("Setting order to work.")
|
||||
self.order = WORK
|
||||
else
|
||||
mcl_log("Not gowp. What is it: " .. self.state)
|
||||
end
|
||||
-- Once we arrive at job block, we should unlock trades
|
||||
unlock_trades(self)
|
||||
|
||||
--self.state = "stand"
|
||||
--self.object:set_velocity({x = 0, y = 0, z = 0})
|
||||
else
|
||||
mcl_log("Not at job block. Need to commute.")
|
||||
if self.order == WORK then
|
||||
self.order = nil
|
||||
return
|
||||
end
|
||||
--self.state = "go_to_work"
|
||||
mcl_mobs:gopath(self, jobsite, function(self,jobsite)
|
||||
if not self then
|
||||
--minetest.log("missing self. not good")
|
||||
--mcl_log("missing self. not good")
|
||||
return false
|
||||
end
|
||||
if not self._jobsite then
|
||||
--minetest.log("Jobsite not valid")
|
||||
--mcl_log("Jobsite not valid")
|
||||
return false
|
||||
end
|
||||
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
|
||||
--minetest.log("Made it to work ok callback!")
|
||||
--mcl_log("Made it to work ok callback!")
|
||||
return true
|
||||
else
|
||||
--minetest.log("Need to walk to work. Not sure we can get here.")
|
||||
--mcl_log("Need to walk to work. Not sure we can get here.")
|
||||
end
|
||||
|
||||
end)
|
||||
end
|
||||
else
|
||||
--minetest.log("Cannot find the jobsite in do_work. Do nothing.")
|
||||
end
|
||||
|
||||
elseif self._profession == "unemployed" then
|
||||
--self.order == JOB_HUNTING
|
||||
get_a_job(self)
|
||||
elseif has_traded(self) then
|
||||
mcl_log("My job site is invalid or gone. I cannot work.")
|
||||
if self.order == WORK then self.order = nil end
|
||||
get_a_job(self)
|
||||
end
|
||||
end
|
||||
|
||||
local function update_max_tradenum(self)
|
||||
|
@ -915,7 +1054,7 @@ local function set_trade(trader, player, inv, concrete_tradenum)
|
|||
init_trades(trader)
|
||||
trades = minetest.deserialize(trader._trades)
|
||||
if not trades then
|
||||
--minetest.log("error", "[mobs_mc] Failed to select villager trade!")
|
||||
--minetest.log("error", "Failed to select villager trade!")
|
||||
return
|
||||
end
|
||||
end
|
||||
|
@ -1490,11 +1629,20 @@ mcl_mobs:register_mob("mobs_mc:villager", {
|
|||
return it
|
||||
end,
|
||||
on_rightclick = function(self, clicker)
|
||||
if self._jobsite then
|
||||
if self.state == "attack" then
|
||||
mcl_log("Somehow villager got into an invalid attack state. Removed.")
|
||||
-- Need to stop villager getting in attack state. This is a workaround to allow players to fix broken villager.
|
||||
self.state = "stand"
|
||||
self.attack = nil
|
||||
end
|
||||
if validate_jobsite(self) then
|
||||
mcl_mobs:gopath(self,self._jobsite,function()
|
||||
--minetest.log("arrived at jobsite")
|
||||
end)
|
||||
else
|
||||
self.state = "stand" -- cancel gowp in case it has messed up
|
||||
end
|
||||
|
||||
if self.child or self._profession == "unemployed" or self._profession == "nitwit" then
|
||||
return
|
||||
end
|
||||
|
@ -1567,49 +1715,37 @@ mcl_mobs:register_mob("mobs_mc:villager", {
|
|||
end
|
||||
|
||||
if not self._bed then
|
||||
--minetest.log("[mobs_mc] Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
|
||||
--mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
|
||||
take_bed (self)
|
||||
end
|
||||
|
||||
if check_bed (self) then
|
||||
--self.state ~= "go_home"
|
||||
local wandered_too_far = ( self.state ~= "gowp" ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
|
||||
|
||||
if wandered_too_far then minetest.log("[mobs_mc] Wandered too far! Return home ") end
|
||||
--if wandered_too_far then minetest.log("Wandered too far! Return home ") end
|
||||
if wandered_too_far then
|
||||
go_home(self, false)
|
||||
return
|
||||
elseif mcl_beds.is_night() then
|
||||
--minetest.log("[mobs_mc] It's night. Better get to bed ")
|
||||
elseif mcl_beds.is_night() or (weather_mod and mcl_weather.get_weather() == "thunder") then
|
||||
mcl_log("It's night or thunderstorm. Better get to bed ")
|
||||
go_home(self, true)
|
||||
return
|
||||
else
|
||||
-- work
|
||||
-- or gossip at town bell
|
||||
end
|
||||
else
|
||||
--minetest.log("[mobs_mc] check bed failed ")
|
||||
--mcl_log("check bed failed ")
|
||||
end
|
||||
|
||||
-- Daytime is work and play time
|
||||
if not mcl_beds.is_night() then
|
||||
if self.order == SLEEP then self.order = nil end
|
||||
if self._profession == "unemployed" then
|
||||
--minetest.log("[mobs_mc] I'm unemployed. Can I get a job?")
|
||||
get_a_job(self)
|
||||
else
|
||||
|
||||
if get_activity() == WORK then
|
||||
--minetest.log("[mobs_mc] Time for work")
|
||||
if check_jobsite(self) then
|
||||
--minetest.log("[mobs_mc] My jobsite is valid. Let's do work ")
|
||||
do_work(self)
|
||||
-- at night or thunder, go to safety (bed)
|
||||
else
|
||||
--minetest.log("[mobs_mc] My job site is invalid or i'm already working. I cannot work.")
|
||||
end
|
||||
else
|
||||
-- gossip at town bell or stroll around
|
||||
self.order = nil
|
||||
end
|
||||
end
|
||||
else
|
||||
if self.order == WORK then self.order = nil end
|
||||
end
|
||||
|
@ -1643,6 +1779,19 @@ mcl_mobs:register_mob("mobs_mc:villager", {
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
local bed = self._bed
|
||||
if bed then
|
||||
local bed_meta = minetest.get_meta(bed)
|
||||
bed_meta:set_string("villager", nil)
|
||||
mcl_log("Died, so bye bye bed")
|
||||
end
|
||||
local jobsite = self._jobsite
|
||||
if jobsite then
|
||||
local jobsite_meta = minetest.get_meta(jobsite)
|
||||
jobsite_meta:set_string("villager", nil)
|
||||
mcl_log("Died, so bye bye jobsite")
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
|
|
Loading…
Reference in New Issue