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Merge pull request 'Villagers gather at lunch time, reset trade when they get to work.' (#2873) from feature/villagers_pt3 into master

Reviewed-on: MineClone2/MineClone2#2873
Reviewed-by: cora <cora@noreply.git.minetest.land>
This commit is contained in:
cora 2022-11-02 21:15:00 +00:00
commit ab00297077
2 changed files with 439 additions and 210 deletions

View File

@ -414,11 +414,14 @@ end
local set_yaw = function(self, yaw, delay, dtime) local set_yaw = function(self, yaw, delay, dtime)
if self.noyaw then return end if self.noyaw then return end
if self.state ~= PATHFINDING then
self._turn_to = yaw self._turn_to = yaw
end
--mcl_log("Yaw is: \t\t" .. tostring(math.deg(yaw)))
--mcl_log("self.object:get_yaw() is: \t" .. tostring(math.deg(self.object:get_yaw())))
--clamp our yaw to a 360 range --clamp our yaw to a 360 range
if math.deg(self.object:get_yaw()) > 360 then if math.deg(self.object:get_yaw()) > 360 then
@ -2545,22 +2548,50 @@ local function go_to_pos(entity,b)
mcl_mobs:set_animation(entity, "walk") mcl_mobs:set_animation(entity, "walk")
end end
local function check_doors(self) local function interact_with_door(self, action, target)
local p = self.object:get_pos() local p = self.object:get_pos()
local t = minetest.get_timeofday() --local t = minetest.get_timeofday()
local dd = minetest.find_nodes_in_area(vector.offset(p,-1,-1,-1),vector.offset(p,1,1,1),{"group:door"}) --local dd = minetest.find_nodes_in_area(vector.offset(p,-1,-1,-1),vector.offset(p,1,1,1),{"group:door"})
for _,d in pairs(dd) do --for _,d in pairs(dd) do
local n = minetest.get_node(d) if target then
if n.name:find("_b_") then mcl_log("Door target is: ".. minetest.pos_to_string(target))
local def = minetest.registered_nodes[n.name]
local closed = n.name:find("_b_1")
if self.state == PATHFINDING then
if closed and def.on_rightclick then def.on_rightclick(d,n,self) end
--if not closed and def.on_rightclick then def.on_rightclick(d,n,self) end
else
local n = minetest.get_node(target)
if n.name:find("_b_") or n.name:find("_t_") then
mcl_log("Door")
local def = minetest.registered_nodes[n.name]
local closed = n.name:find("_b_1") or n.name:find("_t_1")
--if self.state == PATHFINDING then
if closed and action == "open" and def.on_rightclick then
mcl_log("Open door")
def.on_rightclick(target,n,self)
end
if not closed and action == "close" and def.on_rightclick then
mcl_log("Close door")
def.on_rightclick(target,n,self)
end
--else
else
mcl_log("Not door")
end
else
mcl_log("no target. cannot try and open or close door")
end
--end
end end
local function do_pathfind_action (self, action)
if action then
mcl_log("Action present")
local type = action["type"]
local action_val = action["action"]
local target = action["target"]
if target then
mcl_log("Target: ".. minetest.pos_to_string(target))
end
if type and type == "door" then
mcl_log("Type is door")
interact_with_door(self, action_val, target)
end end
end end
end end
@ -2569,6 +2600,10 @@ local gowp_etime = 0
local function check_gowp(self,dtime) local function check_gowp(self,dtime)
gowp_etime = gowp_etime + dtime gowp_etime = gowp_etime + dtime
-- 0.1 is optimal.
--less frequently = villager will get sent back after passing a point.
--more frequently = villager will fail points they shouldn't they just didn't get there yet
if gowp_etime < 0.1 then return end if gowp_etime < 0.1 then return end
gowp_etime = 0 gowp_etime = 0
local p = self.object:get_pos() local p = self.object:get_pos()
@ -2582,7 +2617,7 @@ local function check_gowp(self,dtime)
-- arrived at location, finish gowp -- arrived at location, finish gowp
local distance_to_targ = vector.distance(p,self._target) local distance_to_targ = vector.distance(p,self._target)
mcl_log("Distance to targ: ".. tostring(distance_to_targ)) --mcl_log("Distance to targ: ".. tostring(distance_to_targ))
if distance_to_targ < 2 then if distance_to_targ < 2 then
mcl_log("Arrived at _target") mcl_log("Arrived at _target")
self.waypoints = nil self.waypoints = nil
@ -2597,26 +2632,41 @@ local function check_gowp(self,dtime)
end end
-- More pathing to be done -- More pathing to be done
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or vector.distance(p,self.current_target) < 2 ) then local distance_to_current_target = 50
-- We have waypoints, and no current target, or we're at it. We need a new current_target. if self.current_target and self.current_target["pos"] then
distance_to_current_target = vector.distance(p,self.current_target["pos"])
end
if not self.current_target then -- 0.6 is working but too sensitive. sends villager back too frequently. 0.7 is quite good, but not with heights
for i, j in pairs (self.waypoints) do -- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
mcl_log("Val: ".. tostring(j)) -- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
end if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then
end -- We have waypoints, and no current target, or we're at it. We need a new current_target.
do_pathfind_action (self, self.current_target["action"])
local failed_attempts = self.current_target["failed_attempts"]
mcl_log("There after " .. failed_attempts .. " failed attempts. current target:".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: " .. distance_to_current_target)
self.current_target = table.remove(self.waypoints, 1) self.current_target = table.remove(self.waypoints, 1)
mcl_log("current target:".. minetest.pos_to_string(self.current_target) ) go_to_pos(self, self.current_target["pos"])
--mcl_log("type:".. type(self.current_target) )
go_to_pos(self,self.current_target)
return return
elseif self.current_target then elseif self.current_target and self.current_target["pos"] then
-- No waypoints left, but have current target. Potentially last waypoint to go to. -- No waypoints left, but have current target. Potentially last waypoint to go to.
self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1
local failed_attempts = self.current_target["failed_attempts"]
if failed_attempts >= 50 then
mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts)
self.state = "stand"
self.current_target = nil
self.waypoints = nil
self._target = nil
self.object:set_velocity({x = 0, y = 0, z = 0})
self.object:set_acceleration({x = 0, y = 0, z = 0})
return
end
mcl_log("self.current_target: ".. minetest.pos_to_string(self.current_target)) --mcl_log("Not at pos with failed attempts ".. failed_attempts ..": ".. minetest.pos_to_string(p) .. "self.current_target: ".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: ".. distance_to_current_target)
mcl_log("pos: ".. minetest.pos_to_string(p)) go_to_pos(self, self.current_target["pos"])
go_to_pos(self,self.current_target)
-- Do i just delete current_target, and return so we can find final path. -- Do i just delete current_target, and return so we can find final path.
else else
-- Not at target, no current waypoints or current_target. Through the door and should be able to path to target. -- Not at target, no current waypoints or current_target. Through the door and should be able to path to target.
@ -2626,55 +2676,40 @@ local function check_gowp(self,dtime)
local final_wp = minetest.find_path(p,self._target,150,1,4) local final_wp = minetest.find_path(p,self._target,150,1,4)
if final_wp then if final_wp then
mcl_log("We might be able to get to target here.") mcl_log("We might be able to get to target here.")
self.waypoints = final_wp -- self.waypoints = final_wp
--go_to_pos(self,self._target) --go_to_pos(self,self._target)
else else
-- Abandon route?
mcl_log("Cannot plot final route to target") mcl_log("Cannot plot final route to target")
end end
end end
--if self.current_target and not minetest.line_of_sight(self.object:get_pos(),self.current_target) then -- I don't think we need the following anymore, but test first.
if self.current_target and (self.waypoints and #self.waypoints == 0) then -- Maybe just need something to path to target if no waypoints left
if self.current_target and self.current_target["pos"] and (self.waypoints and #self.waypoints == 0) then
local updated_p = self.object:get_pos() local updated_p = self.object:get_pos()
local distance_to_cur_targ = vector.distance(updated_p,self.current_target) local distance_to_cur_targ = vector.distance(updated_p,self.current_target["pos"])
mcl_log("Distance to current target: ".. tostring(distance_to_cur_targ)) mcl_log("Distance to current target: ".. tostring(distance_to_cur_targ))
mcl_log("Current p: ".. minetest.pos_to_string(updated_p)) mcl_log("Current p: ".. minetest.pos_to_string(updated_p))
--if not minetest.line_of_sight(self.object:get_pos(),self._target) then
-- 1.6 is good. is 1.9 better? It could fail less, but will it path to door when it isn't after door -- 1.6 is good. is 1.9 better? It could fail less, but will it path to door when it isn't after door
if distance_to_cur_targ > 1.9 then if distance_to_cur_targ > 1.9 then
mcl_log("no LOS to target: ".. minetest.pos_to_string(self.current_target)) mcl_log("not close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
go_to_pos(self,self._current_target) go_to_pos(self,self._current_target)
else else
mcl_log("Let's go to target: ".. minetest.pos_to_string(self.current_target)) mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
self.current_target = nil self.current_target = nil
--go_to_pos(self,self._target)
self.waypoints=minetest.find_path(updated_p,self._target,150,1,4)
--if not self.waypoints then
--mcl_log("Give up ")
--self.state = "walk"
--end --give up
end end
--self.waypoints=minetest.find_path(p,self._target,150,1,4)
--if not self.waypoints then
--mcl_log("Give up ")
--self.state = "walk"
--end --give up
--self.current_target = nil
return return
end end
--if not self.current_target then
--mcl_log("no path. Give up")
--self.state = "walk"
--end
end end
-- execute current state (stand, walk, run, attacks) -- execute current state (stand, walk, run, attacks)
-- returns true if mob has died -- returns true if mob has died
local do_states = function(self, dtime) local do_states = function(self, dtime)
if self.can_open_doors then check_doors(self) end --if self.can_open_doors then check_doors(self) end
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
@ -3258,6 +3293,95 @@ local do_states = function(self, dtime)
end end
end end
function output_table (wp)
if not wp then return end
mcl_log("wp items: ".. tostring(#wp))
for a,b in pairs(wp) do
mcl_log(a.. ": ".. tostring(b))
end
end
function append_paths (wp1, wp2)
mcl_log("Start append")
if not wp1 or not wp2 then
mcl_log("Cannot append wp's")
return
end
output_table(wp1)
output_table(wp2)
for _,a in pairs (wp2) do
table.insert(wp1, a)
end
mcl_log("End append")
end
local function output_enriched (wp_out)
mcl_log("Output enriched path")
local i = 0
for _,outy in pairs (wp_out) do
i = i + 1
mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"]))
local action = outy["action"]
if action then
mcl_log("type: " .. action["type"])
mcl_log("action: " .. action["action"])
mcl_log("target: " .. minetest.pos_to_string(action["target"]))
end
mcl_log("failed attempts: " .. outy["failed_attempts"])
end
end
-- This function will take a list of paths, and enrich it with:
-- a var for failed attempts
-- an action, such as to open or close a door where we know that pos requires that action
local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
local wp_out = {}
for i, cur_pos in pairs(wp_in) do
local action = nil
local one_down = vector.new(0,-1,0)
local cur_pos_to_add = vector.add(cur_pos, one_down)
if door_open_pos and vector.equals (cur_pos, door_open_pos) then
mcl_log ("Door open match")
--action = {type = "door", action = "open"}
action = {}
action["type"] = "door"
action["action"] = "open"
action["target"] = cur_door_pos
cur_pos_to_add = vector.add(cur_pos, one_down)
elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
mcl_log ("Door close match")
--action = {type = "door", action = "closed"}
action = {}
action["type"] = "door"
action["action"] = "close"
action["target"] = cur_door_pos
cur_pos_to_add = vector.add(cur_pos, one_down)
elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
mcl_log("Current door pos")
cur_pos_to_add = vector.add(cur_pos, one_down)
action = {}
action["type"] = "door"
action["action"] = "open"
action["target"] = cur_door_pos
else
cur_pos_to_add = cur_pos
--mcl_log ("Pos doesn't match")
end
wp_out[i] = {}
wp_out[i]["pos"] = cur_pos_to_add
wp_out[i]["failed_attempts"] = 0
wp_out[i]["action"] = action
--wp_out[i] = {"pos" = cur_pos, "failed_attempts" = 0, "action" = action}
--output_pos(cur_pos, i)
end
output_enriched(wp_out)
return wp_out
end
local plane_adjacents = { local plane_adjacents = {
vector.new(1,0,0), vector.new(1,0,0),
vector.new(-1,0,0), vector.new(-1,0,0),
@ -3265,12 +3389,72 @@ local plane_adjacents = {
vector.new(0,0,-1), vector.new(0,0,-1),
} }
-- This function is used to see if we can path. We could use to check a route, rather than making people move.
local function calculate_path_through_door (p, t, target)
-- target is the same as t, just 1 square difference. Maybe we don't need target
mcl_log("Plot route from mob: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
local enriched_path = nil
local cur_door_pos = nil
local pos_closest_to_door = nil
local other_side_of_door = nil
--Path to door first
local wp = minetest.find_path(p,t,150,1,4)
if not wp then
mcl_log("No direct path. Path through door")
local cur_door_pos = minetest.find_node_near(target,16,{"group:door"})
if cur_door_pos then
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
for _,v in pairs(plane_adjacents) do
pos_closest_to_door = vector.add(cur_door_pos,v)
local n = minetest.get_node(pos_closest_to_door)
if n.name == "air" then
wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
if wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
other_side_of_door = vector.add(cur_door_pos,-v)
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4)
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
table.insert(wp, cur_door_pos)
append_paths (wp, wp_otherside_door_to_target)
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
mcl_log("We have a path from outside door to target")
else
mcl_log("We cannot path from outside door to target")
end
break
else
mcl_log("This block next to door doesn't work.")
end
else
mcl_log("Block is not air, it is: ".. n.name)
end
end
else
mcl_log("No door found")
end
else
mcl_log("We have a direct route")
end
if wp and not enriched_path then
enriched_path = generate_enriched_path(wp)
end
return enriched_path
end
local gopath_last = os.time() local gopath_last = os.time()
function mcl_mobs:gopath(self,target,callback_arrived) function mcl_mobs:gopath(self,target,callback_arrived)
if self.state == PATHFINDING then mcl_log("Already set as gowp, don't set another path until done.") return end if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
if os.time() - gopath_last < 15 then if os.time() - gopath_last < 5 then
mcl_log("Not ready to path yet") mcl_log("Not ready to path yet")
return return
end end
@ -3278,46 +3462,32 @@ function mcl_mobs:gopath(self,target,callback_arrived)
self.order = nil self.order = nil
mcl_log("gowp target: " .. minetest.pos_to_string(target)) --mcl_log("gowp target: " .. minetest.pos_to_string(target))
local p = self.object:get_pos() local p = self.object:get_pos()
local t = vector.offset(target,0,1,0) local t = vector.offset(target,0,1,0)
local wp = minetest.find_path(p,t,150,1,4)
--Path to door first local wp = calculate_path_through_door(p, t, target)
if not wp then if not wp then
--mcl_log("gowp. no wp. Look for door") mcl_log("Could not calculate path")
local d = minetest.find_node_near(target,16,{"group:door"}) end
if d then --output_table(wp)
--mcl_log("Found a door near")
for _,v in pairs(plane_adjacents) do
local pos = vector.add(d,v)
local n = minetest.get_node(pos)
if n.name == "air" then
wp = minetest.find_path(p,pos,150,1,4)
if wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos))
local other_side_of_door = vector.add(d,-v)
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
table.insert(wp, other_side_of_door)
break
else
--mcl_log("This block next to door doesn't work.")
end
else
--mcl_log("Block is not air, it is: ".. n.name)
end
end
else
mcl_log("No door found")
end
end
if wp and #wp > 0 then if wp and #wp > 0 then
self._target = t self._target = t
self.callback_arrived = callback_arrived self.callback_arrived = callback_arrived
table.remove(wp,1) local current_location = table.remove(wp,1)
if current_location and current_location["pos"] then
mcl_log("Removing first co-ord? " .. tostring(current_location["pos"]))
else
mcl_log("Nil pos")
end
--current_location = table.remove(wp,1)
--if current_location and current_location["pos"] then
-- mcl_log("Removing first co-ord? " .. tostring(current_location["pos"]))
--else
-- mcl_log("Nil pos")
--end
self.current_target = current_location
self.waypoints = wp self.waypoints = wp
self.state = PATHFINDING self.state = PATHFINDING
return true return true

View File

@ -107,7 +107,7 @@ local professions = {
}, },
{ {
{ { "mcl_farming:pumpkin", 8, 13 }, E1 }, { { "mcl_farming:pumpkin", 6, 7 }, E1 },
{ E1, { "mcl_farming:pumpkin_pie", 2, 3} }, { E1, { "mcl_farming:pumpkin_pie", 2, 3} },
{ E1, { "mcl_core:apple", 2, 3} }, { E1, { "mcl_core:apple", 2, 3} },
}, },
@ -506,6 +506,7 @@ local professions = {
local WORK = "work" local WORK = "work"
local SLEEP = "sleep" local SLEEP = "sleep"
local GATHERING = "gathering"
local profession_names = {} local profession_names = {}
for id, _ in pairs(professions) do for id, _ in pairs(professions) do
@ -583,14 +584,16 @@ function get_activity(tod)
local work_start = 8500 local work_start = 8500
local work_end = 16500 local work_end = 16500
local activity = nil local activity = nil
if (tod > work_start and tod < lunch_start) or (tod > lunch_end and tod < work_end) then if weather_mod and mcl_weather.get_weather() == "thunder" then
mcl_log("Better get to bed. Weather is: " .. mcl_weather.get_weather())
activity = SLEEP
elseif (tod > work_start and tod < lunch_start) or (tod > lunch_end and tod < work_end) then
activity = WORK activity = WORK
elseif mcl_beds.is_night() then elseif mcl_beds.is_night() then
activity = SLEEP activity = SLEEP
elseif tod > lunch_start and tod < lunch_end then elseif tod > lunch_start and tod < lunch_end then
activity = "lunch" activity = GATHERING
else else
activity = "chill" activity = "chill"
end end
@ -599,8 +602,29 @@ function get_activity(tod)
end end
local function check_bed (entity)
local b = entity._bed
if not b then
--minetest.log("No bed set on villager")
return false
end
local n = minetest.get_node(b)
if n and n.name ~= "mcl_beds:bed_red_bottom" then
mcl_log("Where did my bed go?!")
entity._bed = nil --the stormtroopers have killed uncle owen
return false
else
return true
end
end
local function go_home(entity, sleep) local function go_home(entity, sleep)
if not check_bed (entity) then
mcl_log("Cannot find bed, so cannot go home")
end
local b = entity._bed local b = entity._bed
if not b then if not b then
return return
@ -647,22 +671,7 @@ local function go_home(entity, sleep)
end end
end end
local function check_bed (entity)
local b = entity._bed
if not b then
--minetest.log("No bed set on villager")
return false
end
local n = minetest.get_node(b)
if n and n.name ~= "mcl_beds:bed_red_bottom" then
mcl_log("Where did my bed go?!")
entity._bed = nil --the stormtroopers have killed uncle owen
return false
else
return true
end
end
local function take_bed (entity) local function take_bed (entity)
if not entity then return end if not entity then return end
@ -742,25 +751,30 @@ local function check_summon(self,dtime)
self._summon_timer = self._summon_timer + dtime self._summon_timer = self._summon_timer + dtime
end end
local function has_traded (self) local function debug_trades(self)
--mcl_log("Checking name: " .. self._trades) mcl_log("Start debug trades")
if not self or not self._trades then return end
local trades = minetest.deserialize(self._trades)
if trades and type(trades) == "table" then
for trader, trade in pairs(trades) do
--mcl_log("Current record: ".. tostring(trader))
for tr3, tr4 in pairs (trade) do
mcl_log("Key: ".. tostring(tr3))
mcl_log("Value: ".. tostring(tr4))
end
end
end
mcl_log("End debug trades")
end
local function has_traded (self)
if not self._trades then if not self._trades then
mcl_log("No trades set. has_traded is false") mcl_log("No trades set. has_traded is false")
return false return false
end end
local cur_trades_tab = minetest.deserialize(self._trades) local cur_trades_tab = minetest.deserialize(self._trades)
if cur_trades_tab and type(cur_trades_tab) == "table" then if cur_trades_tab and type(cur_trades_tab) == "table" then
for trader, trades in pairs(cur_trades_tab) do for trader, trades in pairs(cur_trades_tab) do
--mcl_log("Current record: ".. tostring(trader))
--for tr3, tr4 in pairs (tab_val) do
--mcl_log("Key: ".. tostring(tr3))
--mcl_log("Value: ".. tostring(tr4))
--end
--mcl_log("traded once: ".. tostring(trades.traded_once))
if trades.traded_once then if trades.traded_once then
mcl_log("Villager has traded before. Returning true") mcl_log("Villager has traded before. Returning true")
return true return true
@ -772,10 +786,33 @@ local function has_traded (self)
end end
local function unlock_trades (self) local function unlock_trades (self)
if self then if not self._trades then
--mcl_log("We should now try to unlock trades") mcl_log("No trades set. has_traded is false")
else return false
mcl_log("Missing self") end
mcl_log("Unlocking trades")
local has_unlocked = false
local trades = minetest.deserialize(self._trades)
if trades and type(trades) == "table" then
for trader, trade in pairs(trades) do
local trade_tier_too_high = trade.tier > self._max_trade_tier
--mcl_log("Max trade tier of villager: ".. tostring(self._max_trade_tier))
--mcl_log("current trade.tier: ".. tostring(trade.tier))
--mcl_log("trade tier too high: ".. tostring(trade_tier_too_high))
--mcl_log("locked: ".. tostring(trade["locked"]))
if not trade_tier_too_high then
if trade["locked"] == true then
trade.locked = false
trade.trade_counter = 0
has_unlocked = true
mcl_log("Villager has a locked trade. Unlocking")
end
end
end
if has_unlocked then
self._trades = minetest.serialize(trades)
end
end end
end end
@ -808,13 +845,6 @@ end
local function look_for_job(self, requested_jobsites) local function look_for_job(self, requested_jobsites)
--if self.last_jobhunt and os.time() - self.last_jobhunt < 15 then
-- mcl_log("Is time less than 40?" .. tostring(os.time() - self.last_jobhunt))
-- return
--end
--self.last_jobhunt = os.time() + math.random(0,30)
mcl_log("Looking for jobs") mcl_log("Looking for jobs")
local looking_for_type = jobsites local looking_for_type = jobsites
@ -828,6 +858,7 @@ local function look_for_job(self, requested_jobsites)
local p = self.object:get_pos() local p = self.object:get_pos()
local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), looking_for_type) local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), looking_for_type)
--Ideally should check for closest available. It'll make pathing easier.
for _,n in pairs(nn) do for _,n in pairs(nn) do
local m = minetest.get_meta(n) local m = minetest.get_meta(n)
--mcl_log("Job owner: ".. m:get_string("villager")) --mcl_log("Job owner: ".. m:get_string("villager"))
@ -859,31 +890,21 @@ local function look_for_job(self, requested_jobsites)
end end
local function get_a_job(self) local function get_a_job(self)
if self.order == WORK then self.order = nil end
mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?") mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?")
--self.order = JOB_HUNTING
local requested_jobsites = jobsites local requested_jobsites = jobsites
if has_traded (self) then if has_traded (self) then
mcl_log("Has traded so look for job of my type") mcl_log("Has traded so look for job of my type")
requested_jobsites = populate_jobsites(self._profession) requested_jobsites = populate_jobsites(self._profession)
-- Only pass in my jobsite to two functions here -- Only pass in my jobsite to two functions here
else
mcl_log("Has not traded")
end end
local p = self.object:get_pos() local p = self.object:get_pos()
local n = minetest.find_node_near(p,1,requested_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
--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 n and employ(self,n) then return true end
if self.state ~= PATHFINDING then if self.state ~= PATHFINDING then
@ -894,17 +915,16 @@ end
local function retrieve_my_jobsite (self) local function retrieve_my_jobsite (self)
if not self or not self._jobsite then if not self or not self._jobsite then
--mcl_log("find_jobsite. Invalid params") mcl_log("find_jobsite. Invalid params. Should not happen")
return return
end end
local n = mcl_vars.get_node(self._jobsite) local n = mcl_vars.get_node(self._jobsite)
local m = minetest.get_meta(self._jobsite) local m = minetest.get_meta(self._jobsite)
if m:get_string("villager") == self._id then if m:get_string("villager") == self._id then
--mcl_log("find_jobsite. is my job.") --mcl_log("find_jobsite. is my job.")
return n return n
else else
--mcl_log("find_jobsite. Not my job") mcl_log("This isn't my jobsite")
end end
return return
end end
@ -932,10 +952,12 @@ local function validate_jobsite(self)
end end
end end
local function do_work (self) local function do_work (self)
if self.child then return end --debug_trades(self)
if self.child then
mcl_log("A child so don't send to work")
return
end
--mcl_log("Time for work") --mcl_log("Time for work")
-- Don't try if looking_for_work, or gowp possibly -- Don't try if looking_for_work, or gowp possibly
@ -946,29 +968,23 @@ local function do_work (self)
local jobsite = self._jobsite local jobsite = self._jobsite
if self and jobsite2 and self._jobsite then if self and jobsite2 and self._jobsite then
local distance_to_jobsite = vector.distance(self.object:get_pos(),self._jobsite)
--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite)
--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite)) if distance_to_jobsite < 2 then
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then if self.state ~= PATHFINDING and self.order ~= WORK then
--mcl_log("Made it to work ok!") mcl_log("Setting order to work.")
if not (self.state == PATHFINDING) then
--mcl_log("Setting order to work.")
self.order = 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) unlock_trades(self)
else
--self.state = "stand" --mcl_log("Still pathfinding.")
--self.object:set_velocity({x = 0, y = 0, z = 0}) end
else else
mcl_log("Not at job block. Need to commute.") mcl_log("Not at job block. Need to commute.")
if self.order == WORK then if self.order == WORK then
self.order = nil self.order = nil
return return
end end
--self.state = "go_to_work"
mcl_mobs:gopath(self, jobsite, function(self,jobsite) mcl_mobs:gopath(self, jobsite, function(self,jobsite)
if not self then if not self then
--mcl_log("missing self. not good") --mcl_log("missing self. not good")
@ -984,19 +1000,94 @@ local function do_work (self)
else else
--mcl_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) end)
end end
end end
elseif self._profession == "unemployed" then elseif self._profession == "unemployed" or has_traded(self) then
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) get_a_job(self)
end end
end end
local function go_to_town_bell(self)
if self.order == GATHERING then
mcl_log("Already gathering")
return
else
mcl_log("Current order" .. self.order)
end
mcl_log("Go to town bell")
local looking_for_type={}
table.insert(looking_for_type, "mcl_bells:bell")
local p = self.object:get_pos()
local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), looking_for_type)
--Ideally should check for closest available. It'll make pathing easier.
for _,n in pairs(nn) do
mcl_log("Found bell")
local gp = mcl_mobs:gopath(self,n,function(self)
if self then
self.order = GATHERING
mcl_log("Callback has a self")
end
mcl_log("Arrived at block callback")
end)
if gp then
if n then
mcl_log("We can path to this block.. " .. tostring(n))
end
return n
else
mcl_log("We could not path to block or it's not ready to path yet.")
end
end
return nil
end
local function do_activity (self)
-- Maybe just check we're pathfinding first?
if not self._bed then
--mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
take_bed (self)
end
-- Only check in day or during thunderstorm but wandered_too_far code won't work
local wandered_too_far = false
if check_bed (self) then
wandered_too_far = ( self.state ~= PATHFINDING ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
end
if wandered_too_far then
--mcl_log("Wandered too far! Return home ")
go_home(self, false)
elseif get_activity() == SLEEP then
go_home(self, true)
elseif get_activity() == WORK then
do_work(self)
elseif get_activity() == GATHERING then
go_to_town_bell(self)
else
-- gossip at town bell or stroll around
mcl_log("No order, so remove it.")
self.order = nil
end
-- Daytime is work and play time
if not mcl_beds.is_night() then
if self.order == SLEEP then self.order = nil end
else
if self.order == WORK then self.order = nil end
end
end
local function update_max_tradenum(self) local function update_max_tradenum(self)
if not self._trades then if not self._trades then
return return
@ -1503,6 +1594,7 @@ local trade_inventory = {
trader.health = math.min(trader.hp_max, trader.health + 4) trader.health = math.min(trader.hp_max, trader.health + 4)
end end
trade.trade_counter = trade.trade_counter + 1 trade.trade_counter = trade.trade_counter + 1
mcl_log("Trade counter is: ".. trade.trade_counter)
-- Semi-randomly lock trade for repeated trade (not if there's only 1 trade) -- Semi-randomly lock trade for repeated trade (not if there's only 1 trade)
if trader._max_tradenum > 1 then if trader._max_tradenum > 1 then
if trade.trade_counter >= 12 then if trade.trade_counter >= 12 then
@ -1662,13 +1754,13 @@ mcl_mobs:register_mob("mobs_mc:villager", {
self.attack = nil self.attack = nil
end end
-- Don't do at night. Go to bed? Maybe do_activity needs it's own method -- Don't do at night. Go to bed? Maybe do_activity needs it's own method
if validate_jobsite(self) then if validate_jobsite(self) and not self.order == WORK then
mcl_mobs:gopath(self,self._jobsite,function() --mcl_mobs:gopath(self,self._jobsite,function()
--minetest.log("arrived at jobsite") -- minetest.log("sent to jobsite")
end) --end)
else else
self.state = "stand" -- cancel gowp in case it has messed up self.state = "stand" -- cancel gowp in case it has messed up
self.order = nil -- cancel work if working --self.order = nil -- cancel work if working
end end
-- Initiate trading -- Initiate trading
@ -1676,11 +1768,13 @@ mcl_mobs:register_mob("mobs_mc:villager", {
local name = clicker:get_player_name() local name = clicker:get_player_name()
self._trading_players[name] = true self._trading_players[name] = true
if self._trades == nil then if self._trades == nil or self._trades == false then
minetest.log("Trades is nil so init")
init_trades(self) init_trades(self)
end end
update_max_tradenum(self) update_max_tradenum(self)
if self._trades == false then if self._trades == false then
minetest.log("Trades is false. no right click op")
-- Villager has no trades, rightclick is a no-op -- Villager has no trades, rightclick is a no-op
return return
end end
@ -1739,42 +1833,7 @@ mcl_mobs:register_mob("mobs_mc:villager", {
self.jump = true self.jump = true
end end
if not self._bed then do_activity (self)
--mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
take_bed (self)
end
-- Only check in day or during thunderstorm but wandered_too_far code won't work
if check_bed (self) then
--self.state ~= "go_home"
local wandered_too_far = ( self.state ~= PATHFINDING ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
--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() or (weather_mod and mcl_weather.get_weather() == "thunder") then
mcl_log("It's night or thunderstorm. Better get to bed. Weather is: " .. mcl_weather.get_weather())
go_home(self, true)
return
end
else
--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 get_activity() == WORK then
do_work(self)
else
-- gossip at town bell or stroll around
self.order = nil
end
else
if self.order == WORK then self.order = nil end
end
end end
end, end,