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add simple jobsite logic

This commit is contained in:
cora 2022-05-13 21:28:56 +02:00
parent 72f2cd26f8
commit 0598aa35c0
1 changed files with 146 additions and 76 deletions

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@ -64,12 +64,18 @@ end
local professions = {
unemployed = {
name = N("Unemployed"),
texture = "mobs_mc_villager.png",
textures = {
"mobs_mc_villager.png",
"mobs_mc_villager.png",
},
trades = nil,
},
farmer = {
name = N("Farmer"),
texture = "mobs_mc_villager_farmer.png",
textures = {
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png",
},
jobsite = "mcl_composters:composter",
trades = {
{
@ -103,7 +109,10 @@ local professions = {
},
fisherman = {
name = N("Fisherman"),
texture = "mobs_mc_villager_farmer.png",
textures = {
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png",
},
jobsite = "mcl_barrels:barrel_closed",
trades = {
{
@ -138,7 +147,10 @@ local professions = {
},
fletcher = {
name = N("Fletcher"),
texture = "mobs_mc_villager_farmer.png",
texture = {
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png",
},
jobsite = "mcl_fletching_table:fletching_table",
trades = {
{
@ -177,7 +189,10 @@ local professions = {
},
shepherd ={
name = N("Shepherd"),
texture = "mobs_mc_villager_farmer.png",
texture = {
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png",
},
jobsite = "mcl_loom:loom",
trades = {
{
@ -207,7 +222,10 @@ local professions = {
},
librarian = {
name = N("Librarian"),
texture = "mobs_mc_villager_librarian.png",
textures = {
"mobs_mc_villager_librarian.png",
"mobs_mc_villager_librarian.png",
},
jobsite = "mcl_villages:stonebrickcarved", --FIXME: lectern
trades = {
{
@ -242,7 +260,10 @@ local professions = {
},
cartographer = {
name = N("Cartographer"),
texture = "mobs_mc_villager_librarian.png",
textures = {
"mobs_mc_villager_librarian.png",
"mobs_mc_villager_librarian.png",
},
jobsite = "mcl_cartography_table:cartography_table",
trades = {
{
@ -285,7 +306,10 @@ local professions = {
},
armorer = {
name = N("Armorer"),
texture = "mobs_mc_villager_smith.png",
textures = {
"mobs_mc_villager_smith.png",
"mobs_mc_villager_smith.png",
},
jobsite = "mcl_blast_furnace:blast_furnace",
trades = {
{
@ -322,7 +346,10 @@ local professions = {
},
leatherworker = {
name = N("Leatherworker"),
texture = "mobs_mc_villager_butcher.png",
textures = {
"mobs_mc_villager_butcher.png",
"mobs_mc_villager_butcher.png",
},
jobsite = "mcl_cauldrons:cauldron",
trades = {
{
@ -351,7 +378,10 @@ local professions = {
},
butcher = {
name = N("Butcher"),
texture = "mobs_mc_villager_butcher.png",
textures = {
"mobs_mc_villager_butcher.png",
"mobs_mc_villager_butcher.png",
},
jobsite = "mcl_smoker:smoker",
trades = {
{
@ -381,7 +411,10 @@ local professions = {
},
weapon_smith = {
name = N("Weapon Smith"),
texture = "mobs_mc_villager_smith.png",
textures = {
"mobs_mc_villager_smith.png",
"mobs_mc_villager_smith.png",
},
jobsite = "mcl_villages:stonebrickcarved", --FIXME: grindstone
trades = {
{
@ -409,7 +442,10 @@ local professions = {
},
tool_smith = {
name = N("Tool Smith"),
texture = "mobs_mc_villager_smith.png",
textures = {
"mobs_mc_villager_smith.png",
"mobs_mc_villager_smith.png",
},
jobsite = "mcl_villages:stonebrickcarved", --FIXME: smithing table
trades = {
{
@ -443,8 +479,11 @@ local professions = {
},
cleric = {
name = N("Cleric"),
texture = "mobs_mc_villager_priest.png",
jobsite = "mcl_brewing:stand",
textures = {
"mobs_mc_villager_priest.png",
"mobs_mc_villager_priest.png",
},
jobsite = "mcl_brewing:stand_000",
trades = {
{
{ { "mcl_mobitems:rotten_flesh", 32, 32 }, E1 },
@ -472,7 +511,10 @@ local professions = {
},
nitwit = {
name = N("Nitwit"),
texture = "mobs_mc_villager.png",
textures = {
"mobs_mc_villager.png",
"mobs_mc_villager.png",
},
-- No trades for nitwit
trades = nil,
}
@ -483,11 +525,31 @@ for id, _ in pairs(professions) do
table.insert(profession_names, id)
end
local jobsites={}
for _,n in pairs(profession_names) do
table.insert(jobsites,professions[n].jobsite)
end
local stand_still = function(self)
self.walk_chance = 0
self.jump = false
end
local init_trader_vars = function(self)
self.object:set_properties({textures=professions[self._profession].textures})
if not self._max_trade_tier then
self._max_trade_tier = 1
end
if not self._locked_trades then
self._locked_trades = 0
end
if not self._trading_players then
self._trading_players = {}
end
end
----- JOBSITE LOGIC
local function set_velocity(self, v)
local yaw = (self.object:get_yaw() or 0) + self.rotate
self.object:set_velocity({
@ -499,14 +561,15 @@ end
local function go_to_pos(entity,b)
local s=entity.object:get_pos()
if vector.distance(b,s) < 5 then
set_velocity(entity,0)
return true
end
local v = { x = b.x - s.x, z = b.z - s.z }
local yaw = (math.atan(v.z / v.x) + math.pi / 2) - entity.rotate
if b.x > s.x then yaw = yaw + math.pi end
entity.object:set_yaw(yaw)
set_velocity(entity,entity.follow_velocity)
if vector.distance(b,s) < 5 then
return true
end
end
local function go_home(entity)
@ -524,6 +587,49 @@ local function go_home(entity)
end
end
local function get_profession_by_jobsite(js)
for k,v in pairs(professions) do
if v.jobsite == js then return k end
end
end
local function employ(self,jobsite_pos)
local n = minetest.get_node(jobsite_pos)
local m = minetest.get_meta(jobsite_pos)
local p = get_profession_by_jobsite(n.name)
if p and m:get_string("villager") == "" then
self._profession=p
m:set_string("villager",self._id)
self._jobsite = jobsite_pos
init_trader_vars(self)
return true
end
end
local function unemploy(self)
self._profession="unemployed"
self._jobsite = nil
self.object:set_properties({textures=professions[self._profession].textures})
end
local function get_a_job(self)
local p = self.object:get_pos()
local nn = minetest.find_nodes_in_area(vector.offset(p,-8,-8,-8),vector.offset(p,8,8,8),jobsites)
for _,n in pairs(nn) do
if n and employ(self,n) then return end
end
end
local function check_jobsite(self)
local n = minetest.get_node(self._jobsite)
local m = minetest.get_meta(self._jobsite)
if n.name ~= professions[self._profession].jobsite or m:get_string("villager") ~= self._id then
unemploy(self)
return false
end
return true
end
local update_max_tradenum = function(self)
if not self._trades then
return
@ -539,30 +645,6 @@ local update_max_tradenum = function(self)
self._max_tradenum = #trades
end
local init_trader_vars = function(self)
if not self._profession then
-- Select random profession from all professions with matching clothing
local texture = self.base_texture[1]
local matches = {}
for prof_id, prof in pairs(professions) do
if texture == prof.texture then
table.insert(matches, prof_id)
end
end
local p = math.random(1, #matches)
self._profession = matches[p]
end
if not self._max_trade_tier then
self._max_trade_tier = 1
end
if not self._locked_trades then
self._locked_trades = 0
end
if not self._trading_players then
self._trading_players = {}
end
end
local init_trades = function(self, inv)
local profession = professions[self._profession]
local trade_tiers = profession.trades
@ -1113,31 +1195,9 @@ mobs:register_mob("mobs_mc:villager", {
visual = "mesh",
mesh = "mobs_mc_villager.b3d",
textures = {
{
"mobs_mc_villager.png",
"mobs_mc_villager.png", --hat
},
{
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png", --hat
},
{
"mobs_mc_villager_priest.png",
"mobs_mc_villager_priest.png", --hat
},
{
"mobs_mc_villager_librarian.png",
"mobs_mc_villager_librarian.png", --hat
},
{
"mobs_mc_villager_butcher.png",
"mobs_mc_villager_butcher.png", --hat
},
{
"mobs_mc_villager_smith.png",
"mobs_mc_villager_smith.png", --hat
},
},
visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true,
walk_velocity = 1.2,
@ -1169,19 +1229,22 @@ mobs:register_mob("mobs_mc:villager", {
fear_height = 4,
jump = true,
walk_chance = DEFAULT_WALK_CHANCE,
bed = nil,
_id = nil,
_profession = "unemployed",
on_rightclick = function(self, clicker)
if clicker:get_wielded_item():get_name() == "mcl_farming:bread" then
if mobs:feed_tame(self, clicker, 1, true, true) then return end
if mobs:protect(self, clicker) then return end
end
if self.child then
if self.child or self._profession == "unemployed" then
return
end
-- Initiate trading
--init_trader_vars(self)
local name = clicker:get_player_name()
self._trading_players[name] = true
init_trader_vars(self)
if self._trades == nil then
init_trades(self)
end
@ -1219,10 +1282,6 @@ mobs:register_mob("mobs_mc:villager", {
self._player_scan_timer = 0
end
if self.bed and ( self.state == "go_home" or vector.distance(self.object:get_pos(),self.bed) > 50 ) then
go_home(self)
end
self._player_scan_timer = self._player_scan_timer + dtime
-- Check infrequently to keep CPU load low
if self._player_scan_timer > PLAYER_SCAN_INTERVAL then
@ -1244,20 +1303,31 @@ mobs:register_mob("mobs_mc:villager", {
self.walk_chance = DEFAULT_WALK_CHANCE
self.jump = true
end
if self.bed and ( self.state == "go_home" or vector.distance(self.object:get_pos(),self.bed) > 50 ) then
go_home(self)
end
if self._profession == "unemployed" then
get_a_job(self)
else
check_jobsite(self)
end
end
end,
on_spawn = function(self)
init_trader_vars(self)
self._id=minetest.sha1(minetest.get_gametime()..minetest.pos_to_string(self.object:get_pos())..tostring(math.random()))
self._profession = "unemployed"
end,
on_die = function(self, pos)
-- Close open trade formspecs and give input back to players
local trading_players = self._trading_players
for name, _ in pairs(trading_players) do
minetest.close_formspec(name, "mobs_mc:trade_"..name)
local player = minetest.get_player_by_name(name)
if player then
return_fields(player)
if trading_players then
for name, _ in pairs(trading_players) do
minetest.close_formspec(name, "mobs_mc:trade_"..name)
local player = minetest.get_player_by_name(name)
if player then
return_fields(player)
end
end
end
end,