Villagers - Work, sleep and wander. Check and claim beds etc.
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@ -2486,6 +2486,8 @@ local function check_gowp(self,dtime)
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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.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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@ -2556,8 +2558,8 @@ 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"
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or self.order ~= "stand" then
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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.walk_chance ~= 0
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and self.facing_fence ~= true
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@ -492,6 +492,9 @@ local professions = {
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}
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}
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local WORK = "work"
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local SLEEP = "sleep"
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local profession_names = {}
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for id, _ in pairs(professions) do
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table.insert(profession_names, id)
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@ -499,9 +502,16 @@ end
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local jobsites={}
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for _,n in pairs(profession_names) do
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table.insert(jobsites,professions[n].jobsite)
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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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end
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end
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end
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local spawnable_bed={}
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table.insert(spawnable_bed, "mcl_beds:bed_red_bottom")
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local function stand_still(self)
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self.walk_chance = 0
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self.jump = false
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@ -532,23 +542,124 @@ local function set_textures(self)
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self.object:set_properties({textures=get_badge_textures(self)})
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end
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local function go_home(entity)
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entity.state = "go_home"
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local b=entity._bed
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if not b then return end
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mcl_mobs:gopath(entity,b,function(entity,b)
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if vector.distance(entity.object:get_pos(),b) < 2 then
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entity.state = "stand"
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set_velocity(entity,0)
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entity.object:set_pos(b)
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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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entity._bed=nil --the stormtroopers have killed uncle owen
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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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tod = minetest.get_timeofday()
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end
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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 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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activity = WORK
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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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else
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activity = "undefined"
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end
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--minetest.log("Time is " .. tod ..". Activity is: ".. activity)
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return activity
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end
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local function go_home(entity, sleep)
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local b = entity._bed
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if not b then
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return
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end
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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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return
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end
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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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end
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else
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if sleep and entity.order == SLEEP then
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entity.order = nil
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return
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end
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mcl_mobs:gopath(entity,b,function(entity,b)
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local b = entity._bed
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if not b then
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--minetest.log("NO BED, problem")
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return false
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end
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return true
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if not minetest.get_node(b) then
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--minetest.log("NO BED NODE, problem")
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return false
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end
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if vector.distance(entity.object:get_pos(),b) < 2 then
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--minetest.log("Managed to walk home callback!")
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return true
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else
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--minetest.log("Need to walk to home")
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end
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end)
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end
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end
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local function check_bed (entity)
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local b = entity._bed
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if not b then
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--minetest.log("No bed set on villager")
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return false
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end
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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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entity._bed = nil --the stormtroopers have killed uncle owen
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return false
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else
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return true
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end
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end
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local function take_bed (entity)
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if not entity then return end
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local p = entity.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), spawnable_bed)
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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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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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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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end
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end
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end)
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end
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end
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local function has_golem(pos)
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@ -608,11 +719,14 @@ 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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m:set_string("villager",self._id)
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self._jobsite = jobsite_pos
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set_textures(self)
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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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end
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end
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@ -621,10 +735,12 @@ local function look_for_job(self)
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self.last_jobhunt = os.time() + math.random(0,60)
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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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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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if m:get_string("villager") == "" then
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--minetest.log("goingt to jobsite "..minetest.pos_to_string(n) )
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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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end)
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@ -634,24 +750,99 @@ local function look_for_job(self)
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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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local p = self.object:get_pos()
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local n = minetest.find_node_near(p,1,jobsites)
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if not n then
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--minetest.log("Job hunt failed. No job block near.")
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else
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--minetest.log("Found job block near. Is it free though?")
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end
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if n and employ(self,n) then return true end
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if self.state ~= "gowp" then look_for_job(self) end
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end
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local function check_jobsite(self)
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if self._traded or not self._jobsite then return end
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local function find_jobsite (self)
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if not self or not self._jobsite then
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--minetest.log("find_jobsite. Invalid params")
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return
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end
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local n = mcl_vars.get_node(self._jobsite)
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local m = minetest.get_meta(self._jobsite)
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if m:get_string("villager") ~= self._id then
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if m:get_string("villager") == self._id then
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--minetest.log("find_jobsite. is my job.")
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return n
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else
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--minetest.log("find_jobsite. Not my job")
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end
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return
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end
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local function check_jobsite(self)
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if self._traded then
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return false
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end
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if not find_jobsite (self) then
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self._profession = "unemployed"
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self._trades = nil
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set_textures(self)
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return false
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else
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return true
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end
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end
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local function do_work (self)
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local jobsite2 = find_jobsite (self)
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local jobsite = self._jobsite
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if self and jobsite2 and self._jobsite then
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if self.order == WORK then
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--minetest.log("I'm already working, boss!")
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self.object:set_velocity({x = 0, y = 0, z = 0})
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--minetest.log("[mobs_mc] Villager velocity is: ".. minetest.pos_to_string(self.object:get_velocity()))
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return
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end
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if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
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--minetest.log("Made it to work ok!")
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self.order = WORK
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else
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--self.state = "go_to_work"
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mcl_mobs:gopath(self, jobsite, function(self,jobsite)
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if not self then
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--minetest.log("missing self. not good")
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return false
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end
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if not self._jobsite then
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--minetest.log("Jobsite not valid")
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return false
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end
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if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
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--minetest.log("Made it to work ok callback!")
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return true
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else
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--minetest.log("Need to walk to work. Not sure we can get here.")
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end
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end)
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end
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else
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--minetest.log("Cannot find the jobsite in do_work. Do nothing.")
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end
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end
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local function update_max_tradenum(self)
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if not self._trades then
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return
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@ -724,7 +915,7 @@ local function set_trade(trader, player, inv, concrete_tradenum)
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init_trades(trader)
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trades = minetest.deserialize(trader._trades)
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if not trades then
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minetest.log("error", "[mobs_mc] Failed to select villager trade!")
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--minetest.log("error", "[mobs_mc] Failed to select villager trade!")
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return
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end
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end
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@ -1345,18 +1536,21 @@ mcl_mobs:register_mob("mobs_mc:villager", {
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_trading_players = {}, -- list of playernames currently trading with villager (open formspec)
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do_custom = function(self, dtime)
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check_summon(self,dtime)
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-- Stand still if player is nearby.
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if not self._player_scan_timer then
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self._player_scan_timer = 0
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end
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self._player_scan_timer = self._player_scan_timer + dtime
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-- Check infrequently to keep CPU load low
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if self._player_scan_timer > PLAYER_SCAN_INTERVAL then
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self._player_scan_timer = 0
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local selfpos = self.object:get_pos()
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local objects = minetest.get_objects_inside_radius(selfpos, PLAYER_SCAN_RADIUS)
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local has_player = false
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for o, obj in pairs(objects) do
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if obj:is_player() then
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has_player = true
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@ -1367,18 +1561,59 @@ mcl_mobs:register_mob("mobs_mc:villager", {
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minetest.log("verbose", "[mobs_mc] Player near villager found!")
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stand_still(self)
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else
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minetest.log("verbose", "[mobs_mc] No player near villager found!")
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--minetest.log("verbose", "[mobs_mc] No player near villager found!")
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self.walk_chance = DEFAULT_WALK_CHANCE
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self.jump = true
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end
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if self._bed and ( self.state ~= "go_home" and vector.distance(self.object:get_pos(),self._bed) > 50 ) then
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go_home(self)
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if not self._bed then
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--minetest.log("[mobs_mc] Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
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take_bed (self)
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end
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if self._profession == "unemployed" then
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get_a_job(self)
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if check_bed (self) then
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--self.state ~= "go_home"
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local wandered_too_far = ( self.state ~= "gowp" ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
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if wandered_too_far then minetest.log("[mobs_mc] Wandered too far! Return home ") end
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if wandered_too_far then
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go_home(self, false)
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return
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elseif mcl_beds.is_night() then
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--minetest.log("[mobs_mc] It's night. Better get to bed ")
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go_home(self, true)
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return
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else
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-- work
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-- or gossip at town bell
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end
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else
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check_jobsite(self)
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--minetest.log("[mobs_mc] check bed failed ")
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end
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-- Daytime is work and play time
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if not mcl_beds.is_night() then
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if self.order == SLEEP then self.order = nil end
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if self._profession == "unemployed" then
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--minetest.log("[mobs_mc] I'm unemployed. Can I get a job?")
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get_a_job(self)
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else
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if get_activity() == WORK then
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--minetest.log("[mobs_mc] Time for work")
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if check_jobsite(self) then
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--minetest.log("[mobs_mc] My jobsite is valid. Let's do work ")
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do_work(self)
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-- at night or thunder, go to safety (bed)
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else
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--minetest.log("[mobs_mc] My job site is invalid or i'm already working. I cannot work.")
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end
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else
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self.order = nil
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end
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end
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else
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if self.order == WORK then self.order = nil end
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end
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end
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end,
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