forked from VoxeLibre/VoxeLibre
Fix merge conflict
This commit is contained in:
commit
59694ebc7c
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@ -0,0 +1,36 @@
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---
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||||
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name: "Bug report"
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about: "File a bug report"
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labels:
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||||
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||||
- unconfirmed
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||||
- bug
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||||
|
||||
---
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||||
|
||||
<!--
|
||||
Thanks for taking the time to fill out this bug report!
|
||||
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
||||
|
||||
By submitting this issue, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
<!--
|
||||
What version of MineClone2 are you using? We do not provide support for outdated versions of MineClone2.
|
||||
Current latest version is listed here, at the top:
|
||||
https://git.minetest.land/MineClone2/MineClone2/tags
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||||
-->
|
||||
MineClone2 version:
|
||||
|
||||
### What happened?
|
||||
Report about the bug! Please send large log snippets as an attachement file.
|
||||
|
||||
### What should happen:
|
||||
Tell us what should happen!
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||||
|
||||
### Steps to reproduce
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||||
Tell us how we can reproduce the bug!
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@ -0,0 +1,26 @@
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|||
---
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||||
|
||||
name: "Feature request"
|
||||
about: "File a feature request not in Minecraft"
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||||
labels:
|
||||
|
||||
- "non-Minecraft feature"
|
||||
- "needs discussion"
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Got a new non-Minecraft feature request? Explain to us why we should consider your idea.
|
||||
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
||||
|
||||
By submitting this issue, you agree to follow our Code of Conduct:
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||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
### Feature
|
||||
Tell us about your requested feature not in Minecraft!
|
||||
|
||||
### Why
|
||||
Tell us why should we implement it!
|
|
@ -0,0 +1,25 @@
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|||
---
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||||
|
||||
name: "Missing Feature request"
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||||
about: "File a missing feature request in Minecraft but not in MineClone2"
|
||||
labels:
|
||||
|
||||
- "missing feature"
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Thanks for taking the time to fill out this missing feature request!
|
||||
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
||||
|
||||
By submitting this issue, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
### Current feature in Minecraft
|
||||
Tell us about the feature currently in Minecraft! What is it like on Minecraft?
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||||
|
||||
### Current feature in MineClone2
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||||
Tell us about the feature currently in MineClone2! What is different?
|
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@ -0,0 +1,20 @@
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|||
---
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||||
|
||||
name: "Pull request"
|
||||
about: "Submit a pull request"
|
||||
labels:
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer
|
||||
|
||||
By submitting this pull request, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
Tell us about your pull request! Reference related issues, if necessary
|
||||
|
||||
### Testing
|
||||
Tell us how to test your changes!
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@ -1,10 +1,24 @@
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
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local PATHFINDING_FAIL_THRESHOLD = 100 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door
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local PATHFINDING_FAIL_WAIT = 30 -- how long to wait before trying to path again
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local PATHFINDING = "gowp"
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local LOG_MODULE = "[Mobs]"
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local one_down = vector.new(0,-1,0)
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local one_up = vector.new(0,1,0)
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local plane_adjacents = {
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vector.new(1,0,0),
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vector.new(-1,0,0),
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vector.new(0,0,1),
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vector.new(0,0,-1),
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}
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_pathfinding",false)
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local LOG_MODULE = "[Mobs Pathfinding]"
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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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@ -20,7 +34,7 @@ function output_table (wp)
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end
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function append_paths (wp1, wp2)
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mcl_log("Start append")
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--mcl_log("Start append")
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if not wp1 or not wp2 then
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mcl_log("Cannot append wp's")
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return
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@ -30,7 +44,7 @@ function append_paths (wp1, wp2)
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for _,a in pairs (wp2) do
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table.insert(wp1, a)
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end
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mcl_log("End append")
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--mcl_log("End append")
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end
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local function output_enriched (wp_out)
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@ -42,11 +56,12 @@ local function output_enriched (wp_out)
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local action = outy["action"]
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if action then
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--mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"]))
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mcl_log("type: " .. action["type"])
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mcl_log("action: " .. action["action"])
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mcl_log("target: " .. minetest.pos_to_string(action["target"]))
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end
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mcl_log("failed attempts: " .. outy["failed_attempts"])
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--mcl_log("failed attempts: " .. outy["failed_attempts"])
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end
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end
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@ -55,34 +70,26 @@ end
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-- an action, such as to open or close a door where we know that pos requires that action
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local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
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local wp_out = {}
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-- TODO Just pass in door position and the index before is open, the index after is close
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local current_door_index = -1
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for i, cur_pos in pairs(wp_in) do
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local action = nil
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local one_down = vector.new(0,-1,0)
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local cur_pos_to_add = vector.add(cur_pos, one_down)
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if door_open_pos and vector.equals (cur_pos, door_open_pos) then
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mcl_log ("Door open match")
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--action = {type = "door", action = "open"}
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action = {}
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action["type"] = "door"
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action["action"] = "open"
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action["target"] = cur_door_pos
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action = {type = "door", action = "open", target = cur_door_pos}
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cur_pos_to_add = vector.add(cur_pos, one_down)
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elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
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mcl_log ("Door close match")
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--action = {type = "door", action = "closed"}
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action = {}
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action["type"] = "door"
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action["action"] = "close"
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action["target"] = cur_door_pos
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action = {type = "door", action = "close", target = cur_door_pos}
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cur_pos_to_add = vector.add(cur_pos, one_down)
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elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
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mcl_log("Current door pos")
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action = {type = "door", action = "open", target = cur_door_pos}
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cur_pos_to_add = vector.add(cur_pos, one_down)
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action = {}
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action["type"] = "door"
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action["action"] = "open"
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action["target"] = cur_door_pos
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else
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cur_pos_to_add = cur_pos
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--mcl_log ("Pos doesn't match")
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@ -100,106 +107,156 @@ local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_
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return wp_out
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end
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local plane_adjacents = {
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vector.new(1,0,0),
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vector.new(-1,0,0),
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vector.new(0,0,1),
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vector.new(0,0,-1),
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}
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function mob_class:ready_to_path()
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mcl_log("Check ready to path")
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if self._pf_last_failed and (os.time() - self._pf_last_failed) < PATHFINDING_FAIL_WAIT then
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mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
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return false
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else
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mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
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return true
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end
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end
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-- This function is used to see if we can path. We could use to check a route, rather than making people move.
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local function calculate_path_through_door (p, t, target)
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-- target is the same as t, just 1 square difference. Maybe we don't need target
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mcl_log("Plot route from mob: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
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local function calculate_path_through_door (p, cur_door_pos, t)
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if t then
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mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
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else
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mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p))
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end
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local enriched_path = nil
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local wp, prospective_wp
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local cur_door_pos = nil
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local pos_closest_to_door = nil
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local other_side_of_door = nil
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--Path to door first
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local wp = minetest.find_path(p,t,150,1,4)
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if not wp then
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mcl_log("No direct path. Path through door")
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-- This could improve. There could be multiple doors. Check you can path from door to target first.
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local cur_door_pos = minetest.find_node_near(target,16,{"group:door"})
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if cur_door_pos then
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mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
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for _,v in pairs(plane_adjacents) do
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pos_closest_to_door = vector.add(cur_door_pos,v)
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other_side_of_door = vector.add(cur_door_pos,-v)
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local n = minetest.get_node(pos_closest_to_door)
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if n.name == "air" then
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wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
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if wp then
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mcl_log("We have air space next to door at: " .. minetest.pos_to_string(pos_closest_to_door))
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prospective_wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
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if prospective_wp then
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mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
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other_side_of_door = vector.add(cur_door_pos,-v)
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mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
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table.insert(prospective_wp, cur_door_pos)
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if t then
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mcl_log("We have t, lets go from door to target")
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local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4)
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if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
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table.insert(wp, cur_door_pos)
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append_paths (wp, wp_otherside_door_to_target)
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enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
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append_paths (prospective_wp, wp_otherside_door_to_target)
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wp = prospective_wp
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mcl_log("We have a path from outside door to target")
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else
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mcl_log("We cannot path from outside door to target")
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end
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break
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else
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mcl_log("This block next to door doesn't work.")
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end
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else
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mcl_log("Block is not air, it is: ".. n.name)
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mcl_log("No t, just add other side of door")
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table.insert(prospective_wp, other_side_of_door)
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wp = prospective_wp
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end
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if wp then
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enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
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break
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end
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else
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mcl_log("Cannot path to this air block next to door.")
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end
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end
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end
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else
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mcl_log("No door found")
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end
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else
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mcl_log("We have a direct route")
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end
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if wp and not enriched_path then
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mcl_log("Wp but not enriched")
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enriched_path = generate_enriched_path(wp)
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end
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return enriched_path
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end
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local gopath_last = os.time()
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function mob_class:gopath(target,callback_arrived)
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if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
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if self._pf_last_failed and (os.time() - self._pf_last_failed) < 30 then
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mcl_log("We are not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
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return
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else
|
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mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
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end
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|
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--if os.time() - gopath_last < 5 then
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-- mcl_log("Not ready to path yet")
|
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-- return
|
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--end
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--gopath_last = os.time()
|
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if not self:ready_to_path() then return end
|
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|
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self.order = nil
|
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|
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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 = calculate_path_through_door(p, t, target)
|
||||
--Check direct route
|
||||
local wp = minetest.find_path(p,t,150,1,4)
|
||||
|
||||
if not wp then
|
||||
mcl_log("### No direct path. Path through door closest to target.")
|
||||
local door_near_target = minetest.find_node_near(target, 16, {"group:door"})
|
||||
wp = calculate_path_through_door(p, door_near_target, t)
|
||||
|
||||
if not wp then
|
||||
mcl_log("### No path though door closest to target. Try door closest to origin.")
|
||||
local door_closest = minetest.find_node_near(p, 16, {"group:door"})
|
||||
wp = calculate_path_through_door(p, door_closest, t)
|
||||
|
||||
-- Path through 2 doors
|
||||
if not wp then
|
||||
mcl_log("### Still not wp. Need to path through 2 doors.")
|
||||
local path_through_closest_door = calculate_path_through_door(p, door_closest)
|
||||
|
||||
if path_through_closest_door and #path_through_closest_door > 0 then
|
||||
mcl_log("We have path through first door")
|
||||
mcl_log("Number of pos in path through door: " .. tostring(#path_through_closest_door))
|
||||
|
||||
local pos_after_door_entry = path_through_closest_door[#path_through_closest_door]
|
||||
if pos_after_door_entry then
|
||||
local pos_after_door = vector.add(pos_after_door_entry["pos"], one_up)
|
||||
mcl_log("pos_after_door: " .. minetest.pos_to_string(pos_after_door))
|
||||
local path_after_door = calculate_path_through_door(pos_after_door, door_near_target, t)
|
||||
if path_after_door and #path_after_door > 1 then
|
||||
mcl_log("We have path after first door")
|
||||
table.remove(path_after_door, 1) -- Remove duplicate
|
||||
wp = path_through_closest_door
|
||||
append_paths (wp, path_after_door)
|
||||
else
|
||||
mcl_log("Path after door is not good")
|
||||
end
|
||||
else
|
||||
mcl_log("No pos after door")
|
||||
end
|
||||
else
|
||||
mcl_log("Path through closest door empty or null")
|
||||
end
|
||||
else
|
||||
mcl_log("ok, we have a path through 1 door")
|
||||
end
|
||||
end
|
||||
else
|
||||
wp = generate_enriched_path(wp)
|
||||
mcl_log("We have a direct route")
|
||||
end
|
||||
|
||||
if not wp then
|
||||
mcl_log("Could not calculate path")
|
||||
self._pf_last_failed = os.time()
|
||||
-- Cover for a flaw in pathfind where it chooses the wrong door and gets stuck. Take a break, allow others.
|
||||
-- If cannot path, don't immediately try again
|
||||
end
|
||||
--output_table(wp)
|
||||
|
||||
if wp and #wp > 0 then
|
||||
--output_table(wp)
|
||||
self._target = t
|
||||
self.callback_arrived = callback_arrived
|
||||
local current_location = table.remove(wp,1)
|
||||
|
@ -268,17 +325,7 @@ function mob_class:do_pathfind_action(action)
|
|||
end
|
||||
end
|
||||
|
||||
local gowp_etime = 0
|
||||
|
||||
function mob_class:check_gowp(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 < 0.05 then return end
|
||||
--gowp_etime = 0
|
||||
local p = self.object:get_pos()
|
||||
|
||||
-- no destination
|
||||
|
@ -291,7 +338,7 @@ function mob_class:check_gowp(dtime)
|
|||
-- arrived at location, finish gowp
|
||||
local distance_to_targ = vector.distance(p,self._target)
|
||||
--mcl_log("Distance to targ: ".. tostring(distance_to_targ))
|
||||
if distance_to_targ < 2 then
|
||||
if distance_to_targ < 1.8 then
|
||||
mcl_log("Arrived at _target")
|
||||
self.waypoints = nil
|
||||
self._target = nil
|
||||
|
@ -302,6 +349,8 @@ function mob_class:check_gowp(dtime)
|
|||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
if self.callback_arrived then return self.callback_arrived(self) end
|
||||
return true
|
||||
elseif not self.current_target then
|
||||
mcl_log("Not close enough to targ: ".. tostring(distance_to_targ))
|
||||
end
|
||||
|
||||
-- More pathing to be done
|
||||
|
@ -314,7 +363,7 @@ function mob_class:check_gowp(dtime)
|
|||
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
|
||||
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
|
||||
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
|
||||
-- We have waypoints, and no current target, or we're at it. We need a new current_target.
|
||||
-- We have waypoints, and are at current_target or have no current target. We need a new current_target.
|
||||
self:do_pathfind_action (self.current_target["action"])
|
||||
|
||||
local failed_attempts = self.current_target["failed_attempts"]
|
||||
|
@ -324,10 +373,11 @@ function mob_class:check_gowp(dtime)
|
|||
self:go_to_pos(self.current_target["pos"])
|
||||
return
|
||||
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 and not close enough. 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
|
||||
if failed_attempts >= PATHFINDING_FAIL_THRESHOLD 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
|
||||
|
@ -347,9 +397,22 @@ function mob_class:check_gowp(dtime)
|
|||
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
|
||||
|
||||
mcl_log("We don't have waypoints or a current target. Let's try to path to target")
|
||||
|
||||
if self.waypoints then
|
||||
mcl_log("WP: " .. tostring(self.waypoints))
|
||||
mcl_log("WP num: " .. tostring(#self.waypoints))
|
||||
else
|
||||
mcl_log("No wp set")
|
||||
end
|
||||
if self.current_target then
|
||||
mcl_log("Current target: " .. tostring(self.current_target))
|
||||
else
|
||||
mcl_log("No current target")
|
||||
end
|
||||
|
||||
local final_wp = minetest.find_path(p,self._target,150,1,4)
|
||||
if final_wp then
|
||||
mcl_log("We might be able to get to target here.")
|
||||
mcl_log("We can get to target here.")
|
||||
-- self.waypoints = final_wp
|
||||
self:go_to_pos(self._target)
|
||||
else
|
||||
|
@ -373,9 +436,9 @@ function mob_class:check_gowp(dtime)
|
|||
self:go_to_pos(self._current_target)
|
||||
else
|
||||
mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
|
||||
mcl_log("target is: ".. minetest.pos_to_string(self._target))
|
||||
self.current_target = nil
|
||||
end
|
||||
|
||||
return
|
||||
end
|
||||
end
|
||||
|
|
|
@ -641,7 +641,7 @@ function get_activity(tod)
|
|||
else
|
||||
activity = "chill"
|
||||
end
|
||||
mcl_log("Time is " .. tod ..". Activity is: ".. activity)
|
||||
--mcl_log("Time is " .. tod ..". Activity is: ".. activity)
|
||||
return activity
|
||||
|
||||
end
|
||||
|
@ -770,7 +770,7 @@ local function check_bed (entity)
|
|||
local n = minetest.get_node(b)
|
||||
|
||||
local is_bed_bottom = string.find(n.name,"_bottom")
|
||||
mcl_log("" .. tostring(is_bed_bottom))
|
||||
--mcl_log("is bed bottom: " .. tostring(is_bed_bottom))
|
||||
if n and not is_bed_bottom then
|
||||
mcl_log("Where did my bed go?!")
|
||||
entity._bed = nil --the stormtroopers have killed uncle owen
|
||||
|
@ -836,6 +836,7 @@ end
|
|||
|
||||
local function take_bed (entity)
|
||||
if not entity then return end
|
||||
if not entity:ready_to_path() then return end
|
||||
|
||||
local p = entity.object:get_pos()
|
||||
|
||||
|
@ -1059,9 +1060,9 @@ local function look_for_job(self, requested_jobsites)
|
|||
end
|
||||
|
||||
|
||||
|
||||
local function get_a_job(self)
|
||||
if self.order == WORK then self.order = nil end
|
||||
if not self:ready_to_path() then return end
|
||||
|
||||
mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?")
|
||||
|
||||
|
@ -1135,22 +1136,19 @@ local function validate_jobsite(self)
|
|||
end
|
||||
|
||||
local function do_work (self)
|
||||
--debug_trades(self)
|
||||
if self.child then
|
||||
mcl_log("A child so don't send to work")
|
||||
|
||||
if not self or self.child then
|
||||
mcl_log("No self, or a child so don't work")
|
||||
return
|
||||
end
|
||||
|
||||
--mcl_log("Time for work")
|
||||
local jobsite_node = retrieve_my_jobsite (self)
|
||||
|
||||
-- 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)
|
||||
if jobsite_node then
|
||||
local jobsite = self._jobsite
|
||||
|
||||
if self and jobsite2 and self._jobsite then
|
||||
local distance_to_jobsite = vector.distance(self.object:get_pos(),self._jobsite)
|
||||
local distance_to_jobsite = vector.distance(self.object:get_pos(), 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)
|
||||
|
||||
if distance_to_jobsite < 2 then
|
||||
|
@ -1185,18 +1183,38 @@ local function do_work (self)
|
|||
end)
|
||||
end
|
||||
end
|
||||
elseif self._profession == "unemployed" or has_traded(self) then
|
||||
get_a_job(self)
|
||||
|
||||
end
|
||||
|
||||
local below_vec = vector.new(0, -1, 0)
|
||||
|
||||
local function get_ground_below_floating_object (float_pos)
|
||||
local pos = float_pos
|
||||
repeat
|
||||
mcl_log("Current pos: " .. minetest.pos_to_string(pos))
|
||||
pos = vector.add(pos, below_vec)
|
||||
local node = minetest.get_node(pos)
|
||||
mcl_log("First non air materials: ".. tostring(node.name))
|
||||
until node.name ~= "air"
|
||||
|
||||
-- If pos is 1 below float_pos, then just return float_pos as there is no air below it
|
||||
if pos.y == float_pos.y - 1 then
|
||||
--mcl_log("pos is only 1 lower than float pos so no air below")
|
||||
return float_pos
|
||||
else
|
||||
--mcl_log("pos is more than 1 lower than float pos so air is below")
|
||||
return pos
|
||||
end
|
||||
|
||||
return pos
|
||||
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
|
||||
if self.order == GATHERING then return
|
||||
else mcl_log("Current order" .. self.order) end
|
||||
|
||||
if not self:ready_to_path() then return end
|
||||
|
||||
mcl_log("Go to town bell")
|
||||
|
||||
local looking_for_type={}
|
||||
|
@ -1208,8 +1226,9 @@ local function go_to_town_bell(self)
|
|||
--Ideally should check for closest available. It'll make pathing easier.
|
||||
for _,n in pairs(nn) do
|
||||
mcl_log("Found bell")
|
||||
local target_point = get_ground_below_floating_object(n)
|
||||
|
||||
local gp = self:gopath(n,function(self)
|
||||
local gp = self:gopath(target_point,function(self)
|
||||
if self then
|
||||
self.order = GATHERING
|
||||
mcl_log("Callback has a self")
|
||||
|
@ -1277,22 +1296,45 @@ local function validate_bed(self)
|
|||
end
|
||||
|
||||
local function do_activity (self)
|
||||
-- Maybe just check we're pathfinding first?
|
||||
|
||||
if self.following then
|
||||
mcl_log("Following, so do not do activity.")
|
||||
return
|
||||
end
|
||||
if self.state == PATHFINDING then
|
||||
mcl_log("Pathfinding, so do not do activity.")
|
||||
return
|
||||
end
|
||||
|
||||
if not validate_bed(self) and self.state ~= PATHFINDING then
|
||||
local jobsite_valid = false
|
||||
|
||||
if not mcl_beds.is_night() then
|
||||
if self.order == SLEEP then self.order = nil end
|
||||
mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
|
||||
|
||||
if not validate_jobsite(self) then
|
||||
--debug_trades(self)
|
||||
if self._profession == "unemployed" or has_traded(self) then
|
||||
get_a_job(self)
|
||||
return
|
||||
end
|
||||
else
|
||||
jobsite_valid = true
|
||||
--mcl_log("My jobsite is valid. Do i need to travel?")
|
||||
end
|
||||
else
|
||||
if self.order == WORK then self.order = nil end
|
||||
|
||||
if not validate_bed(self) then
|
||||
if self.order == SLEEP then self.order = nil end
|
||||
mcl_log("Villager at this location has no bed: " .. minetest.pos_to_string(self.object:get_pos()))
|
||||
take_bed (self)
|
||||
end
|
||||
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 )
|
||||
wandered_too_far = vector.distance(self.object:get_pos(),self._bed) > 50
|
||||
end
|
||||
|
||||
if wandered_too_far then
|
||||
|
@ -1300,7 +1342,7 @@ local function do_activity (self)
|
|||
go_home(self, false)
|
||||
elseif get_activity() == SLEEP then
|
||||
go_home(self, true)
|
||||
elseif get_activity() == WORK then
|
||||
elseif get_activity() == WORK and jobsite_valid then
|
||||
do_work(self)
|
||||
elseif get_activity() == GATHERING then
|
||||
go_to_town_bell(self)
|
||||
|
@ -1309,13 +1351,6 @@ local function do_activity (self)
|
|||
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)
|
||||
|
|
|
@ -109,7 +109,7 @@ mcl_mobs.register_mob("mobs_mc:zombie", zombie)
|
|||
|
||||
local baby_zombie = table.copy(zombie)
|
||||
baby_zombie.description = S("Baby Zombie")
|
||||
baby_zombie.collisionbox = {-0.25, -0.01, -0.25, 0.25, 1, 0.25}
|
||||
baby_zombie.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.98, 0.25}
|
||||
baby_zombie.xp_min = 12
|
||||
baby_zombie.xp_max = 12
|
||||
baby_zombie.walk_velocity = 1.2
|
||||
|
|
|
@ -136,9 +136,16 @@ mcl_weather.skycolor = {
|
|||
local biomesky
|
||||
local biomefog
|
||||
if mg_name ~= "v6" and mg_name ~= "singlenode" then
|
||||
local biome = minetest.get_biome_name(minetest.get_biome_data(player:get_pos()).biome)
|
||||
biomesky = minetest.registered_biomes[biome]._mcl_skycolor
|
||||
biomefog = minetest.registered_biomes[biome]._mcl_fogcolor
|
||||
local biome_index = minetest.get_biome_data(player:get_pos()).biome
|
||||
local biome_name = minetest.get_biome_name(biome_index)
|
||||
local biome = minetest.registered_biomes[biome_name]
|
||||
if biome then
|
||||
--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
|
||||
biomesky = biome._mcl_skycolor
|
||||
biomefog = biome._mcl_fogcolor
|
||||
else
|
||||
--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
|
||||
end
|
||||
end
|
||||
if (mcl_weather.state == "none") then
|
||||
-- Clear weather
|
||||
|
|
|
@ -149,6 +149,11 @@ mcl_death_messages = {
|
|||
plain = "@1 went off with a bang",
|
||||
item = "@1 went off with a bang due to a firework fired from @3 by @2", -- order is intentional
|
||||
},
|
||||
sweet_berry = {
|
||||
_translator = S,
|
||||
plain = "@1 died a sweet death",
|
||||
assist = "@1 was poked to death by a sweet berry bush whilst trying to escape @2",
|
||||
},
|
||||
-- Missing snowballs: The Minecraft wiki mentions them but the MC source code does not.
|
||||
},
|
||||
}
|
||||
|
|
|
@ -275,7 +275,7 @@ local function apply_bone_meal(pointed_thing,user)
|
|||
if n.name == "mcl_farming:sweet_berry_bush_3" then
|
||||
return minetest.add_item(vector.offset(pos,math.random()-0.5,math.random()-0.5,math.random()-0.5),"mcl_farming:sweet_berry")
|
||||
else
|
||||
return mcl_farming:grow_plant("plant_sweet_berry_bush", pos, n, 1, true)
|
||||
return mcl_farming:grow_plant("plant_sweet_berry_bush", pos, n, 0, true)
|
||||
end
|
||||
elseif n.name == "mcl_cocoas:cocoa_1" or n.name == "mcl_cocoas:cocoa_2" then
|
||||
mcl_dye.add_bone_meal_particle(pos)
|
||||
|
|
|
@ -89,14 +89,7 @@ minetest.register_craftitem("mcl_farming:carrot_item", {
|
|||
groups = {food = 2, eatable = 3, compostability = 65},
|
||||
_mcl_saturation = 3.6,
|
||||
on_secondary_use = minetest.item_eat(3),
|
||||
on_place = function(itemstack, placer, pointed_thing)
|
||||
local new = mcl_farming:place_seed(itemstack, placer, pointed_thing, "mcl_farming:carrot_1")
|
||||
if new then
|
||||
return new
|
||||
else
|
||||
return minetest.do_item_eat(3, nil, itemstack, placer, pointed_thing)
|
||||
end
|
||||
end,
|
||||
on_place = mcl_farming:get_seed_or_eat_callback("mcl_farming:carrot_1", 3),
|
||||
})
|
||||
|
||||
minetest.register_craftitem("mcl_farming:carrot_item_gold", {
|
||||
|
|
|
@ -95,14 +95,7 @@ minetest.register_craftitem("mcl_farming:potato_item", {
|
|||
_mcl_saturation = 0.6,
|
||||
stack_max = 64,
|
||||
on_secondary_use = minetest.item_eat(1),
|
||||
on_place = function(itemstack, placer, pointed_thing)
|
||||
local new = mcl_farming:place_seed(itemstack, placer, pointed_thing, "mcl_farming:potato_1")
|
||||
if new then
|
||||
return new
|
||||
else
|
||||
return minetest.do_item_eat(1, nil, itemstack, placer, pointed_thing)
|
||||
end
|
||||
end,
|
||||
on_place = mcl_farming:get_seed_or_eat_callback("mcl_farming:potato_1", 1),
|
||||
})
|
||||
|
||||
minetest.register_craftitem("mcl_farming:potato_item_baked", {
|
||||
|
|
|
@ -469,6 +469,21 @@ function mcl_farming:stem_color(startcolor, endcolor, step, step_count)
|
|||
return colorstring
|
||||
end
|
||||
|
||||
--[[Get a callback that either eats the item or plants it.
|
||||
|
||||
Used for on_place callbacks for craft items which are seeds that can also be consumed.
|
||||
]]
|
||||
function mcl_farming:get_seed_or_eat_callback(plantname, hp_change)
|
||||
return function(itemstack, placer, pointed_thing)
|
||||
local new = mcl_farming:place_seed(itemstack, placer, pointed_thing, plantname)
|
||||
if new then
|
||||
return new
|
||||
else
|
||||
return minetest.do_item_eat(hp_change, nil, itemstack, placer, pointed_thing)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_lbm({
|
||||
label = "Add growth for unloaded farming plants",
|
||||
name = "mcl_farming:growth",
|
||||
|
|
|
@ -9,6 +9,9 @@ for i=0, 3 do
|
|||
if i > 0 then
|
||||
groups.sweet_berry_thorny = 1
|
||||
end
|
||||
local drop_berries = (i >= 2)
|
||||
local berries_to_drop = drop_berries and {i - 1, i} or nil
|
||||
|
||||
minetest.register_node(node_name, {
|
||||
drawtype = "plantlike",
|
||||
tiles = {texture},
|
||||
|
@ -24,7 +27,14 @@ for i=0, 3 do
|
|||
liquid_renewable = false,
|
||||
liquid_range = 0,
|
||||
walkable = false,
|
||||
drop = (i>=2) and ("mcl_farming:sweet_berry" .. (i==3 and " 3" or "")) or "",
|
||||
-- Dont even create a table if no berries are dropped.
|
||||
drop = not drop_berries and "" or {
|
||||
max_items = 1,
|
||||
items = {
|
||||
{ items = {"mcl_farming:sweet_berry " .. berries_to_drop[1] }, rarity = 2 },
|
||||
{ items = {"mcl_farming:sweet_berry " .. berries_to_drop[2] } }
|
||||
}
|
||||
},
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, (-0.30 + (i*0.25)), 6 / 16},
|
||||
|
@ -41,22 +51,20 @@ for i=0, 3 do
|
|||
minetest.record_protection_violation(pos, pn)
|
||||
return itemstack
|
||||
end
|
||||
if mcl_dye and clicker:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
|
||||
if 3 ~= i and mcl_dye and
|
||||
clicker:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
|
||||
mcl_dye.apply_bone_meal({under=pos},clicker)
|
||||
if not minetest.is_creative_enabled(pn) then
|
||||
itemstack:take_item()
|
||||
end
|
||||
return
|
||||
end
|
||||
local stage
|
||||
if node.name:find("_2") then
|
||||
stage = 2
|
||||
elseif node.name:find("_3") then
|
||||
stage = 3
|
||||
end
|
||||
if stage then
|
||||
for i=1,math.random(stage) do
|
||||
|
||||
if drop_berries then
|
||||
for j=1, berries_to_drop[math.random(2)] do
|
||||
minetest.add_item(pos, "mcl_farming:sweet_berry")
|
||||
end
|
||||
minetest.swap_node(pos,{name = "mcl_farming:sweet_berry_bush_" .. stage - 1 })
|
||||
minetest.swap_node(pos, {name = "mcl_farming:sweet_berry_bush_1"})
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
|
@ -76,7 +84,10 @@ minetest.register_craftitem("mcl_farming:sweet_berry", {
|
|||
minetest.record_protection_violation(pointed_thing.above, pn)
|
||||
return itemstack
|
||||
end
|
||||
if pointed_thing.type == "node" and table.indexof(planton,minetest.get_node(pointed_thing.under).name) ~= -1 and minetest.get_node(pointed_thing.above).name == "air" then
|
||||
if pointed_thing.type == "node" and
|
||||
table.indexof(planton, minetest.get_node(pointed_thing.under).name) ~= -1 and
|
||||
pointed_thing.above.y > pointed_thing.under.y and
|
||||
minetest.get_node(pointed_thing.above).name == "air" then
|
||||
minetest.set_node(pointed_thing.above, {name="mcl_farming:sweet_berry_bush_0"})
|
||||
if not minetest.is_creative_enabled(placer:get_player_name()) then
|
||||
itemstack:take_item()
|
||||
|
|
|
@ -79,19 +79,27 @@ function settlements.create_site_plan(maxp, minp, pr)
|
|||
local settlement_info = {}
|
||||
local building_all_info
|
||||
local possible_rotations = {"0", "90", "180", "270"}
|
||||
|
||||
-- find center of chunk
|
||||
local center = {
|
||||
x=math.floor((minp.x+maxp.x)/2),
|
||||
y=maxp.y,
|
||||
z=math.floor((minp.z+maxp.z)/2)
|
||||
}
|
||||
|
||||
-- find center_surface of chunk
|
||||
local center_surface , surface_material = settlements.find_surface(center, true)
|
||||
local chunks = {}
|
||||
chunks[mcl_vars.get_chunk_number(center)] = true
|
||||
|
||||
-- go build settlement around center
|
||||
if not center_surface then return false end
|
||||
if not center_surface then
|
||||
minetest.log("action", "Cannot build village at: " .. minetest.pos_to_string(center))
|
||||
return false
|
||||
else
|
||||
minetest.log("action", "Village built.")
|
||||
--minetest.log("action", "Build village at: " .. minetest.pos_to_string(center) .. " with surface material: " .. surface_material)
|
||||
end
|
||||
|
||||
-- initialize all settlement_info table
|
||||
local count_buildings, number_of_buildings, number_built = settlements.initialize_settlement_info(pr)
|
||||
|
@ -190,6 +198,7 @@ local function construct_node(p1, p2, name)
|
|||
end
|
||||
|
||||
local function spawn_iron_golem(pos)
|
||||
--minetest.log("action", "Attempt to spawn iron golem.")
|
||||
local p = minetest.find_node_near(pos,50,"mcl_core:grass_path")
|
||||
if p then
|
||||
local l=minetest.add_entity(p,"mobs_mc:iron_golem"):get_luaentity()
|
||||
|
@ -200,6 +209,7 @@ local function spawn_iron_golem(pos)
|
|||
end
|
||||
|
||||
local function spawn_villagers(minp,maxp)
|
||||
--minetest.log("action", "Attempt to spawn villagers.")
|
||||
local beds=minetest.find_nodes_in_area(vector.offset(minp,-20,-20,-20),vector.offset(maxp,20,20,20),{"mcl_beds:bed_red_bottom"})
|
||||
for _,bed in pairs(beds) do
|
||||
local m = minetest.get_meta(bed)
|
||||
|
@ -235,23 +245,6 @@ end
|
|||
function settlements.place_schematics(settlement_info, pr)
|
||||
local building_all_info
|
||||
|
||||
--attempt to place one belltower in the center of the village - this doesn't always work out great but it's a lot better than doing it first or last.
|
||||
local belltower = table.remove(settlement_info,math.floor(#settlement_info/2))
|
||||
if belltower then
|
||||
mcl_structures.place_schematic(
|
||||
vector.offset(belltower["pos"],0,0,0),
|
||||
settlements.modpath.."/schematics/belltower.mts",
|
||||
belltower["rotation"],
|
||||
nil,
|
||||
true,
|
||||
nil,
|
||||
function(p1, p2, size, rotation, pr)
|
||||
spawn_iron_golem(p1)
|
||||
end,
|
||||
pr
|
||||
)
|
||||
end
|
||||
|
||||
for i, built_house in ipairs(settlement_info) do
|
||||
local is_last = i == #settlement_info
|
||||
|
||||
|
@ -262,6 +255,9 @@ function settlements.place_schematics(settlement_info, pr)
|
|||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
local pos = settlement_info[i]["pos"]
|
||||
local rotation = settlement_info[i]["rotat"]
|
||||
-- get building node material for better integration to surrounding
|
||||
|
@ -313,8 +309,11 @@ function settlements.place_schematics(settlement_info, pr)
|
|||
|
||||
-- format schematic string
|
||||
local schematic = loadstring(schem_lua)()
|
||||
|
||||
local is_belltower = building_all_info["name"] == "belltower"
|
||||
|
||||
-- build foundation for the building an make room above
|
||||
-- place schematic
|
||||
|
||||
mcl_structures.place_schematic(
|
||||
pos,
|
||||
schematic,
|
||||
|
@ -323,8 +322,12 @@ function settlements.place_schematics(settlement_info, pr)
|
|||
true,
|
||||
nil,
|
||||
function(p1, p2, size, rotation, pr)
|
||||
if is_belltower then
|
||||
spawn_iron_golem(p1)
|
||||
else
|
||||
init_nodes(p1, p2, size, rotation, pr)
|
||||
spawn_villagers(p1,p2)
|
||||
end
|
||||
end,
|
||||
pr
|
||||
)
|
||||
|
|
|
@ -52,6 +52,7 @@ schem_path = settlements.modpath.."/schematics/"
|
|||
local basic_pseudobiome_villages = minetest.settings:get_bool("basic_pseudobiome_villages", true)
|
||||
|
||||
settlements.schematic_table = {
|
||||
{name = "belltower", mts = schem_path.."belltower.mts", hwidth = 5, hdepth = 5, hheight = 9, hsize = 14, max_num = 0 , rplc = basic_pseudobiome_villages },
|
||||
{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 12, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08 , rplc = basic_pseudobiome_villages },
|
||||
{name = "blacksmith", mts = schem_path.."blacksmith.mts", hwidth = 8, hdepth = 11, hheight = 13, hsize = 13, max_num = 0.055, rplc = basic_pseudobiome_villages },
|
||||
{name = "butcher", mts = schem_path.."butcher.mts", hwidth = 12, hdepth = 8, hheight = 10, hsize = 14, max_num = 0.03 , rplc = basic_pseudobiome_villages },
|
||||
|
|
|
@ -40,23 +40,33 @@ function settlements.find_surface(pos, wait)
|
|||
-- go through nodes an find surface
|
||||
while cnt < cnt_max do
|
||||
-- Check Surface_node and Node above
|
||||
--
|
||||
if settlements.surface_mat[surface_node.name] then
|
||||
if surface_node and settlements.surface_mat[surface_node.name] then
|
||||
local surface_node_plus_1 = get_node({ x=p6.x, y=p6.y+1, z=p6.z})
|
||||
if surface_node_plus_1 and surface_node and
|
||||
(string.find(surface_node_plus_1.name,"air") or
|
||||
string.find(surface_node_plus_1.name,"snow") or
|
||||
|
||||
if surface_node_plus_1 then
|
||||
|
||||
local surface_node_minus_1 = get_node({ x=p6.x, y=p6.y-1, z=p6.z})
|
||||
local is_leaf_below = minetest.get_item_group(surface_node_minus_1, "leaves") ~= 0 or
|
||||
string.find(surface_node_minus_1.name,"leaves")
|
||||
|
||||
if not is_leaf_below and ((string.find(surface_node_plus_1.name,"air") or
|
||||
string.find(surface_node_plus_1.name,"fern") or
|
||||
string.find(surface_node_plus_1.name,"flower") or
|
||||
string.find(surface_node_plus_1.name,"bush") or
|
||||
string.find(surface_node_plus_1.name,"tree") or
|
||||
string.find(surface_node_plus_1.name,"grass"))
|
||||
string.find(surface_node_plus_1.name,"grass")) or
|
||||
string.find(surface_node_plus_1.name,"snow"))
|
||||
then
|
||||
settlements.debug("find_surface7: " ..surface_node.name.. " " .. surface_node_plus_1.name)
|
||||
settlements.debug("find_surface success: " ..surface_node.name.. " " .. surface_node_plus_1.name)
|
||||
settlements.debug("node below: " .. tostring(surface_node_minus_1.name))
|
||||
settlements.debug("node below leaves group: " .. tostring(minetest.get_item_group(surface_node_minus_1, "leaves")))
|
||||
return p6, surface_node.name
|
||||
else
|
||||
settlements.debug("find_surface2: wrong surface+1")
|
||||
end
|
||||
else
|
||||
settlements.debug("find_surface8: missing node or plus_1")
|
||||
end
|
||||
else
|
||||
settlements.debug("find_surface3: wrong surface "..surface_node.name.." at pos "..minetest.pos_to_string(p6))
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue