Villagers will now path through doors. Villagers don't stand around whne not working.
parent
6a512139c9
commit
37e4dd5556
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@ -2484,10 +2484,11 @@ local function check_doors(self)
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if n.name:find("_b_") then
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if n.name:find("_b_") then
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local def = minetest.registered_nodes[n.name]
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local def = minetest.registered_nodes[n.name]
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local closed = n.name:find("_b_1")
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local closed = n.name:find("_b_1")
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if t < 0.3 or t > 0.8 then
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if self.state == "gowp" then
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if not closed and def.on_rightclick then def.on_rightclick(d,n,self) end
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else
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if closed and def.on_rightclick then def.on_rightclick(d,n,self) end
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if closed and def.on_rightclick then def.on_rightclick(d,n,self) end
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--if not closed and def.on_rightclick then def.on_rightclick(d,n,self) end
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else
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end
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end
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end
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end
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@ -2498,7 +2499,7 @@ local gowp_etime = 0
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local function check_gowp(self,dtime)
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local function check_gowp(self,dtime)
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gowp_etime = gowp_etime + dtime
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gowp_etime = gowp_etime + dtime
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if gowp_etime < 0.2 then return end
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if gowp_etime < 0.1 then return end
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gowp_etime = 0
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gowp_etime = 0
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local p = self.object:get_pos()
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local p = self.object:get_pos()
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@ -2509,7 +2510,7 @@ local function check_gowp(self,dtime)
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return
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return
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end
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end
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-- arrived at location
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-- arrived at location, finish gowp
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local distance_to_targ = vector.distance(p,self._target)
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local distance_to_targ = vector.distance(p,self._target)
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mcl_log("Distance to targ: ".. tostring(distance_to_targ))
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mcl_log("Distance to targ: ".. tostring(distance_to_targ))
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if distance_to_targ < 2 then
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if distance_to_targ < 2 then
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@ -2525,34 +2526,79 @@ local function check_gowp(self,dtime)
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return true
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return true
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end
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end
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if self.waypoints and ( not self.current_target or vector.distance(p,self.current_target) < 2 ) then
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-- More pathing to be done
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if self.waypoints and #self.waypoints > 0 and ( not self.current_target or vector.distance(p,self.current_target) < 2 ) then
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-- We have waypoints, and no current target, or we're at it. We need a new current_target.
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if not self.current_target then
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if not self.current_target then
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for i, j in pairs (self.waypoints) do
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for i, j in pairs (self.waypoints) do
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mcl_log("Way: ".. tostring(i))
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mcl_log("Val: ".. tostring(j))
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mcl_log("Val: ".. tostring(j))
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end
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end
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--mcl_log("nextwp:".. tostring(self.waypoints) )
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end
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end
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self.current_target = table.remove(self.waypoints, 1)
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self.current_target = table.remove(self.waypoints, 1)
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mcl_log("current target:".. tostring(self.current_target) )
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mcl_log("current target:".. minetest.pos_to_string(self.current_target) )
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--mcl_log("type:".. type(self.current_target) )
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--mcl_log("type:".. type(self.current_target) )
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go_to_pos(self,self.current_target)
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go_to_pos(self,self.current_target)
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return
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return
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elseif self.current_target then
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elseif self.current_target then
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-- No waypoints left, but have current target. Potentially last waypoint to go to.
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mcl_log("self.current_target: ".. minetest.pos_to_string(self.current_target))
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mcl_log("pos: ".. minetest.pos_to_string(p))
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go_to_pos(self,self.current_target)
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go_to_pos(self,self.current_target)
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-- Do i just delete current_target, and return so we can find final path.
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else
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-- Not at target, no current waypoints or current_target. Through the door and should be able to path to target.
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-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
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mcl_log("We don't have waypoints or a current target. Let's try to path to target")
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local final_wp = minetest.find_path(p,self._target,150,1,4)
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if final_wp then
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mcl_log("We might be able to get to target here.")
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self.waypoints = final_wp
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--go_to_pos(self,self._target)
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else
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mcl_log("Cannot plot final route to target")
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end
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end
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end
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if self.current_target and not minetest.line_of_sight(self.object:get_pos(),self.current_target) then
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--if self.current_target and not minetest.line_of_sight(self.object:get_pos(),self.current_target) then
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self.waypoints=minetest.find_path(p,self._target,150,1,4)
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if self.current_target and (self.waypoints and #self.waypoints == 0) then
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if not self.waypoints then self.state = "walk" end --give up
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local updated_p = self.object:get_pos()
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self.current_target = nil
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local distance_to_cur_targ = vector.distance(updated_p,self.current_target)
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mcl_log("Distance to current target: ".. tostring(distance_to_cur_targ))
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mcl_log("Current p: ".. minetest.pos_to_string(updated_p))
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--if not minetest.line_of_sight(self.object:get_pos(),self._target) then
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-- 1.6 is good. is 1.9 better? It could fail less, but will it path to door when it isn't after door
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if distance_to_cur_targ > 1.9 then
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mcl_log("no LOS to target: ".. minetest.pos_to_string(self.current_target))
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go_to_pos(self,self._current_target)
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else
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mcl_log("Let's go to target: ".. minetest.pos_to_string(self.current_target))
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self.current_target = nil
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--go_to_pos(self,self._target)
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self.waypoints=minetest.find_path(updated_p,self._target,150,1,4)
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--if not self.waypoints then
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--mcl_log("Give up ")
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--self.state = "walk"
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--end --give up
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end
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--self.waypoints=minetest.find_path(p,self._target,150,1,4)
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--if not self.waypoints then
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--mcl_log("Give up ")
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--self.state = "walk"
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--end --give up
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--self.current_target = nil
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return
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return
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end
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end
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if not self.current_target then
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--if not self.current_target then
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--mcl_log("no path")
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--mcl_log("no path. Give up")
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self.state = "walk"
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--self.state = "walk"
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end
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--end
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end
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end
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-- execute current state (stand, walk, run, attacks)
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-- execute current state (stand, walk, run, attacks)
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@ -2601,7 +2647,7 @@ local do_states = function(self, dtime)
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end
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end
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-- npc's ordered to stand stay standing
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-- npc's ordered to stand stay standing
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if self.type == "npc" or (self.order == "stand" or self.order == "sleep" or self.order == "work") then
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if self.order == "stand" or self.order == "sleep" or self.order == "work" then
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else
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else
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if self.walk_chance ~= 0
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if self.walk_chance ~= 0
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@ -3153,13 +3199,20 @@ function mcl_mobs:gopath(self,target,callback_arrived)
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local d = minetest.find_node_near(target,16,{"group:door"})
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local d = minetest.find_node_near(target,16,{"group:door"})
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if d then
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if d then
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--mcl_log("Found a door near")
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--mcl_log("Found a door near")
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local up_one = vector.new(0,1,0)
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for _,v in pairs(plane_adjacents) do
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for _,v in pairs(plane_adjacents) do
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local pos = vector.add(d,v)
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local pos = vector.add(d,v)
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local n = minetest.get_node(pos)
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local n = minetest.get_node(pos)
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if n.name == "air" then
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if n.name == "air" then
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wp = minetest.find_path(p,pos,150,1,4)
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wp = minetest.find_path(p,pos,150,1,4)
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if wp then
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if wp then
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--mcl_log("Found a path to next to door".. minetest.pos_to_string(pos))
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mcl_log("Found a path to next to door".. minetest.pos_to_string(pos))
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local other_side_of_door = vector.add(d,-v)
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mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
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--other_side_of_door = vector.add(other_side_of_door, up_one)
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--mcl_log("Opposite 2 is: ".. minetest.pos_to_string(other_side_of_door))
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table.insert(wp, other_side_of_door)
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break
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break
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else
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else
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@ -577,9 +577,9 @@ function get_activity(tod)
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local lunch_start = 12000
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local lunch_start = 12000
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local lunch_end = 13500
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local lunch_end = 12500
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local work_start = 8500
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local work_start = 6500
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local work_end = 16300
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local work_end = 18000
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local activity = nil
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local activity = nil
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@ -817,7 +817,7 @@ local function look_for_job(self, requested_jobsites)
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local looking_for_type = jobsites
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local looking_for_type = jobsites
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if requested_jobsites then
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if requested_jobsites then
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mcl_log("Looking for jobs of my type: " .. tostring(requested_jobsites))
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--mcl_log("Looking for jobs of my type: " .. tostring(requested_jobsites))
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looking_for_type = requested_jobsites
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looking_for_type = requested_jobsites
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else
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else
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mcl_log("Looking for any job type")
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mcl_log("Looking for any job type")
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@ -863,7 +863,7 @@ local function get_a_job(self)
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local requested_jobsites = jobsites
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local requested_jobsites = jobsites
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if has_traded (self) then
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if has_traded (self) then
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--mcl_log("Has traded")
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mcl_log("Has traded so look for job of my type")
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requested_jobsites = populate_jobsites(self._profession)
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requested_jobsites = populate_jobsites(self._profession)
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-- Only pass in my jobsite to two functions here
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-- Only pass in my jobsite to two functions here
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else
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else
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@ -1461,6 +1461,7 @@ local trade_inventory = {
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-- END OF SPECIAL HANDLING FOR COMPASS
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-- END OF SPECIAL HANDLING FOR COMPASS
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local trader = player_trading_with[name]
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local trader = player_trading_with[name]
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local tradenum = player_tradenum[name]
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local tradenum = player_tradenum[name]
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local trades
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local trades
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trader._traded = true
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trader._traded = true
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if trader and trader._trades then
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if trader and trader._trades then
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@ -1643,23 +1644,31 @@ mcl_mobs:register_mob("mobs_mc:villager", {
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return it
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return it
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end,
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end,
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on_rightclick = function(self, clicker)
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on_rightclick = function(self, clicker)
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if self.child or self._profession == "unemployed" or self._profession == "nitwit" then
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self.order = nil
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return
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end
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if self.state == "gowp" then
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self.state = "stand"
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end
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-- Can we remove now we possibly have fixed root cause
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if self.state == "attack" then
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if self.state == "attack" then
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mcl_log("Somehow villager got into an invalid attack state. Removed.")
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mcl_log("Somehow villager got into an invalid attack state. Removed attack state.")
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-- Need to stop villager getting in attack state. This is a workaround to allow players to fix broken villager.
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-- Need to stop villager getting in attack state. This is a workaround to allow players to fix broken villager.
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self.state = "stand"
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self.state = "stand"
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self.attack = nil
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self.attack = nil
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end
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end
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-- Don't do at night. Go to bed? Maybe do_activity needs it's own method
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if validate_jobsite(self) then
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if validate_jobsite(self) then
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mcl_mobs:gopath(self,self._jobsite,function()
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mcl_mobs:gopath(self,self._jobsite,function()
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--minetest.log("arrived at jobsite")
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--minetest.log("arrived at jobsite")
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end)
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end)
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else
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else
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self.state = "stand" -- cancel gowp in case it has messed up
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self.state = "stand" -- cancel gowp in case it has messed up
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self.order = nil -- cancel work if working
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end
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end
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if self.child or self._profession == "unemployed" or self._profession == "nitwit" then
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return
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end
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-- Initiate trading
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-- Initiate trading
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init_trader_vars(self)
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init_trader_vars(self)
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local name = clicker:get_player_name()
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local name = clicker:get_player_name()
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@ -1733,6 +1742,7 @@ mcl_mobs:register_mob("mobs_mc:villager", {
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take_bed (self)
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take_bed (self)
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end
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end
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-- Only check in day or during thunderstorm but wandered_too_far code won't work
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if check_bed (self) then
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if check_bed (self) then
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--self.state ~= "go_home"
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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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local wandered_too_far = ( self.state ~= "gowp" ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
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