people/init.lua

905 lines
31 KiB
Lua

local dbg
if moddebug then dbg=moddebug.dbg("people") else dbg={v1=function() end,v2=function() end,v3=function() end} end
people = {}
people.hud_show_by_player = {}
people.attach_by_player = {}
local people_modpath = minetest.get_modpath("people")
dofile(people_modpath .. "/commands.lua")
dofile(people_modpath .. "/tracking.lua")
dofile(people_modpath .. "/form.lua")
-- Contains all action handlers. Each action handler takes a 'state' table as
-- a parameter, and returns true if the current action is complete, false
-- otherwise. When complete, a second boolean is also returned which says
-- whether the action completed succesfully, or failed due to an error.
people.actions = {}
dofile(people_modpath .. "/actions/step.lua")
dofile(people_modpath .. "/actions/face.lua")
dofile(people_modpath .. "/actions/wait.lua")
dofile(people_modpath .. "/actions/follow.lua")
dofile(people_modpath .. "/actions/go.lua")
dofile(people_modpath .. "/actions/drop.lua")
dofile(people_modpath .. "/actions/dig.lua")
dofile(people_modpath .. "/actions/place.lua")
dofile(people_modpath .. "/actions/gather.lua")
dofile(people_modpath .. "/actions/stash_and_retrieve.lua")
dofile(people_modpath .. "/actions/buy_and_sell.lua")
dofile(people_modpath .. "/actions/obtain.lua")
dofile(people_modpath .. "/actions/craft.lua")
dofile(people_modpath .. "/actions/attackplayer.lua")
dofile(people_modpath .. "/actions/pickup.lua")
dofile(people_modpath .. "/actions/rightclicknode.lua")
dofile(people_modpath .. "/actions/harvest.lua")
dofile(people_modpath .. "/actions/tunnel.lua")
dofile(people_modpath .. "/actions/building.lua")
dofile(people_modpath .. "/actions/claimplot.lua")
people.load_presets = function()
people.presets = {}
for p, priv in pairs({FollowOwner=false,
SimpleCommands=false,
RouteWalker=false,
FarmHand=true,
CowTest=true,
Miner=true,
TreeFarmer=true}) do
local file = io.open(minetest.get_modpath("people").."/presets/"..p..".lua", "r")
local code
if file then
code = file:read("*all")
else
code = "MISSING"
end
table.insert(people.presets, {code=code, name=p, priv=priv})
end
end
people.load_presets()
people.is_valid_name = function(name)
if not name then return false end
-- Characters must be valid
if not name:match("^[A-Za-z0-9%_%-]+$") then return false end
-- Can't be the name of a player
if minetest.auth_table[name] then return false end
return true
end
local animations = {
stand = { x= 0, y= 79, },
lay = { x=162, y=166, },
walk = { x=168, y=187, },
mine = { x=189, y=198, },
walk_mine = { x=200, y=219, },
sit = { x= 81, y=160, },
}
local function copyaction(orig)
if type(orig) ~= "table" then return orig end
local copy = {}
for k, v in next, orig, nil do
copy[k] = copyaction(v)
end
return copy
end
local escape_pattern
do
local matches =
{
["^"] = "%^";
["$"] = "%$";
["("] = "%(";
[")"] = "%)";
["%"] = "%%";
["."] = "%.";
["["] = "%[";
["]"] = "%]";
["*"] = "%*";
["+"] = "%+";
["-"] = "%-";
["?"] = "%?";
["\0"] = "%z";
}
people.escape_pattern = function(s)
return (s:gsub(".", matches))
end
end
function people.get_inv(self, name)
local st = {}
if self.inventory then
local list = self.inventory:get_list(name)
if list then
for i=1,#list,1 do
table.insert(st,list[i]:to_string())
end
end
end
return st
end
function people.create(pos, name, owner)
local obj = minetest.add_entity(pos, "people:person")
if not obj then
return "Failed to add_entity"
end
local ent = obj:get_luaentity()
ent.name = name
ent.owner = owner
ent.inventory = minetest.create_detached_inventory("people_"..name, nil)
ent.inventory:set_size("main", 8*4);
people.people_add(ent)
return nil
end
minetest.register_entity("people:person" ,{
hp_max = 20,
physical = true,
-- TODO For now at least, don't collide with objects - specifically I don't
-- want them colliding with other 'people' or players, for the same reason
-- players don't collide with each other.
collide_with_objects = false,
armor_groups = {immortal=1},
collisionbox = {-0.35,0,-0.35, 0.35,1.75,0.35},
visual = "mesh",
visual_size = {x=1, y=1},
mesh = "people_character.x",
textures = {"people_character.png"},
makes_footstep_sound = true,
can_use_doors = true,
owner = "",
code = "@"..people.presets[1].name,
-- Current action. A table, as described in README.md
-- Is nil when it's time for the person to select a new action.
action = nil,
-- Time (game time) to wait until before doing anything else
wait = 0,
stepheight = 1.1,
on_activate = function(self, staticdata)
local setactive = false
self.memory = {}
self.env = {}
self.props = {}
-- The following controls gathering, which is the digging of nodes and
-- picking up of items, which happens in parallel with any other action.
--
self.gather = {
nodes = {}, -- list of nodes to dig up
topnodes = {}, -- list of topnodes to dig
items = {}, -- list of items to pick up
plant = nil, -- name of seed to plant, or nil
animal = nil, -- name of animal to gather from
animal_wield = nil, -- when animal set, the item to wield
}
self.name = "<new person>"
local restored
if staticdata and staticdata ~= "" then
restored = minetest.deserialize(staticdata)
if restored then
if restored.action then
self.action = restored.action
end
if restored.memory then
self.memory = restored.memory
else
self.memory = {}
end
if restored.code then
self.code = restored.code
else
self.code = "@"..people.presets[1].name
end
if restored.name then
self.name = restored.name
end
if restored.owner then
self.owner = restored.owner
end
if restored.wait then
self.wait = restored.wait
end
if restored.props then
self.props = restored.props
end
if restored.gather then
self.gather = restored.gather
-- backward compatibility...
if not self.gather.topnodes then
self.gather.topnodes = {}
end
else
self.gather = {
nodes = {},
topnodes = {},
items = {},
}
end
self.inventory = minetest.create_detached_inventory("people_"..self.name, nil)
self.inventory:set_size("main", 8*4);
if restored.inv_main then
local inv_main = restored.inv_main
for i=1,#inv_main,1 do
self.inventory:set_stack("main", i, inv_main[i])
end
end
if not people.is_valid_name(self.name) then
self.object:remove()
dbg.v1("Removing badly named person")
return
end
end
-- Entity becomes active.
people.people_set_active(self)
end
self.env = people.create_environment(self)
self:update_props()
self.anim = nil
local event = {type="activate", dtime_s=dtime_s}
local err = people.exec_event(self, event)
if err then dbg.v1("Lua error "..err) end
dbg.v3("Done on_activate for "..self.name)
end,
update_props = function(self)
self.object:set_properties(self.props)
end,
on_deactivate = function(self)
people.people_set_inactive(self)
end,
get_staticdata = function(self)
local data = {
name = self.name,
owner = self.owner,
code = self.code,
action = self.action,
memory = self.memory,
wait = self.wait,
props = self.props,
gather = self.gather,
inv_main = people.get_inv(self, "main")
}
return minetest.serialize(data)
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, killed)
local playername = puncher:get_player_name()
if killed then
if people.people[self.name] then
people.people[self.name].dead = true
if playername then
dbg.v1(self.name.." killed by "..playername)
else
dbg.v1(self.name.." killed by something mysterious")
end
else
dbg.v1("Unknown person killed")
end
return
end
if playername then
local event = {type="punched", puncher=playername}
local err = people.exec_event(self, event)
if err then dbg.v1("Lua error "..err) end
end
end,
on_rightclick = function(self, clicker)
local playername = clicker:get_player_name()
-- Use a temporary code editing variable until changes are submitted
self.fcode = self.code
people.show_form(self, playername)
end,
on_tell = function(self, sender, message)
local event = {type="tell", sender=sender:get_player_name(),
senderpos=sender:getpos(), message=message}
local err = people.exec_event(self, event)
if err then dbg.v1("Lua error "..err) end
end,
on_step = function(self, dtime)
if self.wait ~= 0 then
if minetest.get_gametime() < self.wait then
self.object:setvelocity({x=0,y=-10,z=0})
return
end
dbg.v3(self.name.." finished wait at "..minetest.get_gametime())
self.wait = 0
end
local pos = self.object:getpos()
-- If we don't have a current action, we let the lua code choose one...
if not self.action then
self.gather.lastpos = nil
local event = {type="act"}
local err = people.exec_event(self, event)
if err then dbg.v1("Lua error "..err) end
if not self.action then
self.action = {"wait", time=120}
dbg.v2(self.name.." failed to choose action - setting wait, at "..minetest.pos_to_string(pos))
else
dbg.v1(self.name.." set new action: "..minetest.serialize(self.action))
end
end
-- Handle gathering
-- TODO: Only happens during go and follow currently. Can't happen
-- during "dig" or any subaction that "dig" might set - which poses
-- a problem if "dig" were to use "go"!! Better way of handling this
-- required.
if self.action and (self.action[1] == "go" or
self.action[1] == "follow" or
self.action[1] == "wait") and
(#self.gather.items + #self.gather.nodes + #self.gather.topnodes > 0 or
self.gather.plant or self.gather.animal) then
local dist = 99
if self.gather.lastpos then
dist = vector.distance(pos, self.gather.lastpos)
end
if dist > 3 then
local done = false
if #self.gather.nodes > 0 then
dbg.v2(self.name.." looking for "..minetest.serialize(self.gather.nodes).." near "..minetest.pos_to_string(pos))
local foundpos = minetest.find_node_near(
vector.add(vector.round(pos), {x=0,y=1,z=0}),
3, self.gather.nodes)
if foundpos then
local n = minetest.get_node(foundpos)
dbg.v2(self.name.." found "..n.name.." at "..minetest.pos_to_string(foundpos))
self.action = {"dig", pos=foundpos, prevaction=self.action}
done = true
end
end
if not done and #self.gather.topnodes > 0 then
dbg.v2(self.name.." looking for topnodes "..minetest.serialize(self.gather.topnodes).." near "..minetest.pos_to_string(pos))
local minp = vector.add(pos, {x=-3,y=-3,z=-3})
local maxp = vector.add(pos, {x=3, y=3, z=3})
local pp = minetest.find_nodes_in_area(minp, maxp, self.gather.topnodes)
for _, ppp in pairs(pp) do
local n = minetest.get_node(ppp)
local pabove = vector.add(ppp, {x=0, y=1, z=0})
if minetest.get_node(pabove).name == "air" then
local pbelow = vector.add(ppp, {x=0, y=-1, z=0})
if minetest.get_node(pbelow).name == n.name then
dbg.v2(self.name.." found "..n.name.." at "..minetest.pos_to_string(ppp))
self.action = {"dig", pos=ppp, prevaction=self.action}
done = true
end
end
end
end
if not done and #self.gather.items > 0 then
dbg.v2(self.name.." looking for items "..minetest.serialize(self.gather.items).." near "..minetest.pos_to_string(pos))
local objects = minetest.get_objects_inside_radius(
vector.add(vector.round(pos), {x=0,y=1,z=0}), 6)
for _, obj in ipairs(objects) do
if obj:get_entity_name() == "__builtin:item" then
local ent = obj:get_luaentity()
if ent.itemstring then
for _, ti in ipairs(self.gather.items) do
if string.match("^" .. ti .. " .*", ent.itemstring) then
self.action = {"pickup", pos=obj:getpos(),
item=ti, prevaction=self.action}
done = true
break
end
end
end
end
if done then break end
end
end
if not done and self.gather.plant then
if self.gather.plant and type(self.gather.plant) == "string" and
self.inventory:contains_item("main", ItemStack(self.gather.plant)) then
if self.gather.plant == "default:sapling" then
soilitems = {"default:dirt", "default:dirt_with_grass"}
elseif self.gather.plant == "farming_plus:cocoa_sapling" then
soilitems = {"default:desert_sand", "default:sand"}
else
soilitems = {"farming:soil_wet"}
end
soils = minetest.find_nodes_in_area(
{x=pos.x-3, y=pos.y-2, z=pos.z-3},
{x=pos.x+3, y=pos.y+2, z=pos.z+3},
soilitems)
for _, foundpos in pairs(soils) do
plantpos = {x=foundpos.x,y=foundpos.y+1,z=foundpos.z}
local n = minetest.get_node(plantpos)
if n.name == "air" then
dbg.v1(self.name.." found empty soil below "..minetest.pos_to_string(plantpos))
self.action = {"place", pos=plantpos, item=self.gather.plant, prevaction=self.action}
done = true
break
end
end
end
end
if not done and animals and (self.gather.animal and self.gather.animal_wield) then
if self.inventory:contains_item("main", ItemStack(self.gather.animal_wield)) then
self.wielded = self.gather.animal_wield
local spinfo = animals.species[self.gather.animal]
if not spinfo then
dbg.v1(self.name.." trying to harvest unknown species "..self.gather.animal)
self.gather.animal = nil
self.gather.animal_wield = nil
else
local hitit = nil
local objects = minetest.get_objects_inside_radius(pos, 5)
for k, obj in ipairs(objects) do
if not obj:is_player() then
local ent = obj:get_luaentity()
if ent then
dbg.v3(self.name.." examining "..(ent.name or "<noname>"))
if ent.species == self.gather.animal then
if spinfo.is_harvestable and spinfo.is_harvestable(ent) then
hitit = ent
break
end
end
end
end
end
if hitit then
dbg.v1(self.name.." decided to harvest "..hitit.name)
self.action = {"harvest", name=hitit.name, prevaction=self.action}
done = true
end
end
end
end
if not done then
-- We didn't find anything to do here, so we can move on
self.gather.lastpos = pos
end
end
end
-- Prepare state table for action handler
local state = {
-- In - current yaw, Out - used as new yaw
yaw = self.object:getyaw(),
-- In - current position
pos = pos,
-- In - 0, Out - new speed, in yaw direction
speed = 0,
-- Out - if set, a new position to set
setpos = nil,
-- In - current action, Out - modified or replaced action
action = self.action,
-- In - current gather settings, Out - modified or replaced gather settings
gather = self.gather,
-- In - 0, Out - non-zero sets a wait of that many seconds - doing this
-- will cause a wait and then the current action will
-- continue - different to setting a "wait" action!
wait = 0,
-- In - nil, Out - if set, use that animation - otherwise attempt to
-- select automatically
anim = nil,
-- In - 0, Out - damage to be applied.
damage = 0,
-- In - the entity, in case anything needs to be called on it (avoid
-- that if possible, but for example, getting the last collision
-- result is currently done this way)
ent = self,
-- In - dtime
dtime = dtime,
}
-- Run the appropriate handler for the current action...
local action_done = false
local action_success = false
local handler = people.actions[state.action[1]]
if handler then
action_done, action_success = handler(state)
-- Because state.action can be replaced...
if state.action ~= self.action then
dbg.v3(state.ent.name.." action handler replaced action with "..minetest.serialize(state.action))
self.action = state.action
end
if state.gather ~= self.gather then
self.gather = state.gather
end
else
dbg.v1(state.ent.name.." has unknown action: "..minetest.serialize(self.action))
self.action = nil
end
if action_done then
local lastaction = state.action
if state.action.prevaction then
dbg.v3(state.ent.name.." completed action - setting prevaction")
self.action = state.action.prevaction
else
if action_success == true then
dbg.v3(state.ent.name.." completed action")
if state.action.successaction then
dbg.v3(state.ent.name.." completed action - setting successaction")
self.action = state.action.successaction
else
self.action = nil
end
else
dbg.v3(state.ent.name.." failed action: "..minetest.serialize(action_success))
self.action = nil
local event = {type="actfail", failedaction=lastaction, failcode=action_success}
local err = people.exec_event(self, event)
if err then dbg.v1("Lua error "..err) end
end
end
end
if state.wait ~= 0 then
self.wait = minetest.get_gametime() + state.wait
dbg.v3(self.name.." will wait until "..self.wait)
if state.wait > 30 then
self.object:set_autonomous(0)
else
self.object:set_autonomous(1)
end
else
self.object:set_autonomous(1)
end
-- Set appropriate animation
local wantanim = state.anim
if not wantanim then
wantanim = "stand"
if state.speed > 0 then
wantanim = "walk"
end
end
if wantanim ~= self.anim then
self.object:set_animation(animations[wantanim], 15, 0)
self.anim = wantanim
end
if state.setpos then
self.object:setpos(state.setpos)
end
local setvel = vector.from_speed_yaw(state.speed, state.yaw)
setvel.y = -10
self.object:setvelocity(setvel)
self.object:setyaw(state.yaw)
end,
})
people.create_environment = function(ent)
return {
log = function(msg)
dbg.v1(" >> "..msg)
end,
dump = dump,
tostring = tostring,
tonumber = tonumber,
type = type,
vector = vector,
string = {
byte = string.byte,
char = string.char,
find = string.find,
format = string.format,
gmatch = string.gmatch,
gsub = string.gsub,
len = string.len,
lower = string.lower,
upper = string.upper,
match = string.match,
rep = string.rep,
reverse = string.reverse,
sub = string.sub,
},
math = {
abs = math.abs,
acos = math.acos,
asin = math.asin,
atan = math.atan,
atan2 = math.atan2,
ceil = math.ceil,
cos = math.cos,
cosh = math.cosh,
deg = math.deg,
exp = math.exp,
floor = math.floor,
fmod = math.fmod,
frexp = math.frexp,
huge = math.huge,
ldexp = math.ldexp,
log = math.log,
log10 = math.log10,
max = math.max,
min = math.min,
modf = math.modf,
pi = math.pi,
pow = math.pow,
rad = math.rad,
random = math.random,
sin = math.sin,
sinh = math.sinh,
sqrt = math.sqrt,
tan = math.tan,
tanh = math.tanh,
},
table = {
insert = table.insert,
maxn = table.maxn,
remove = table.remove,
sort = table.sort
}
}
end
local create_sandbox = function (code, env)
-- Create Sandbox
if code:byte(1) == 27 then
return _, "You Hacker You! Don't use binary code!"
end
f, msg = loadstring(code)
if not f then return nil, msg end
setfenv(f, env)
return f
end
local code_prohibited = function(code)
-- Clean code
local prohibited = {"while", "for", "repeat", "until", "function", "goto"}
for _, p in ipairs(prohibited) do
if string.find(code, p) then
return "Prohibited command: "..p
end
end
end
people.is_carrying = function(ent, item)
local inv = ent.inventory
local count = 0
for i, stack in ipairs(inv:get_list("main")) do
local nn = stack:get_name()
if nn == item then
count = count + stack:get_count()
end
end
return count
end
people.exec_event = function(ent, event)
dbg.v3(ent.name.." exec event "..minetest.serialize(event))
local code = ent.code
if string.sub(code, 1, 1) == "@" then
local f = string.sub(code, 2)
for _, p in pairs(people.presets) do
if p.name == f then
code = p.code
break
end
end
end
local env = ent.env
env.action = ent.action
env.name = ent.name
env.gather = ent.gather
env.mem = ent.memory
env.carrying = function(item)
return people.is_carrying(ent, item)
end
env.has_money = function()
local inv = ent.inventory
return currency.count_money(inv, "main")
end
env.vector = vector
env.event = event
local pos = ent.object:getpos()
local vel = ent.object:getvelocity()
local yaw = ent.object:getyaw()
env.pos = {x=pos.x,y=pos.y,z=pos.z}
env.vel = {x=vel.x,y=vel.y,z=vel.z}
env.yaw = yaw
env.speed = 0
local prohibited = code_prohibited(code)
if prohibited then return prohibited end
-- create the sandbox and execute code
local chunk, msg = create_sandbox(code, env)
if not chunk then return msg end
local success, msg = pcall(chunk)
if not success then return msg end
if env.action and ((not ent.action) or env.action[1] ~= ent.action[1]) then
-- Cancel a wait if the action type was changed
ent.wait = 0
end
if ent.action ~= env.action then
ent.action = copyaction(env.action)
end
ent.gather = env.gather
end
local tick_wake = 0
local rate_wake = 1
local tick_hud = 0
local rate_hud = 1.5
minetest.register_globalstep(function(dtime)
tick_wake = tick_wake + dtime
tick_hud = tick_hud + dtime
if tick_wake > rate_wake then
tick_wake = 0
people.people_wake()
end
if tick_hud > rate_hud then
tick_hud = 0
dbg.v3("HUD TICK")
for _, player in pairs(minetest.get_connected_players()) do
local playername = player:get_player_name()
local pshow = people.hud_show_by_player[playername]
if pshow then
if not people.people[pshow.name] then
-- Probably the person died or was deleted...
people.hud_show_by_player[playername] = nil
player:hud_remove(pshow.id)
else
local pos, col
local ent = people.people[pshow.name].entity
if ent then
pos = ent.object:getpos()
col = 0xFF00FF
else
pos = vector.new(people.people[pshow.name].pos)
col = 0xFFFF00
end
pos.y = pos.y + 1.5
if not pshow.hudid then
pshow.hudid = player:hud_add({
hud_elem_type = "waypoint",
name = pshow.name,
text = "m",
number = col,
world_pos = pos
})
pshow.pos = pos
pshow.col = col
else
dbg.v3("HUD DIST ".. vector.distance(pos, pshow.pos))
if pshow.pos and vector.distance(pos, pshow.pos) > 1 then
pshow.pos = pos
player:hud_change(pshow.hudid, "world_pos", pos)
end
if pshow.col and col ~= pshow.col then
pshow.col = col
player:hud_change(pshow.hudid, "number", col)
end
end
end
end
end
end
end)
-- Get a fake player object that resembles a real one, for the specified
-- entity. Can be used, in some circumstances, for making API calls that
-- would normally require a real player.
--
-- The player name is actually returned as the owner of the person. This
-- should allow it to, for example, dig with the same permissions as the
-- owner in protected areas, open doors, etc.
people.get_fake_player = function(ent)
local defer = function(x)
return (function() return x end)
end
return {
get_inventory_formspec = defer(""),
get_look_dir = defer({x=1,y=0,z=0}),
get_look_pitch = defer(0),
get_look_yaw = defer(0),
get_player_control = defer({jump=false, right=false, left=false, LMB=false, RMB=false, sneak=false, aux1=false, down=false, up=false}),
get_player_control_bits = defer(0),
get_player_name = defer(ent.owner),
is_player = defer(true),
set_inventory_formspec = defer(),
getpos = defer(ent.object:getpos()),
get_hp = defer(ent.object:get_hp()),
get_inventory = defer(ent.inventory),
get_wielded_item = function()
if ent.wielded and ent.inventory:contains_item("main", ent.wielded) then
return ItemStack(ent.wielded)
end
return ItemStack("")
end,
get_wield_index = defer(),
get_wield_list = defer("main"),
moveto = defer(),
punch = defer(),
remove = defer(),
right_click = defer(),
setpos = defer(),
set_hp = defer(),
set_properties = defer(),
set_wielded_item = defer(false),
set_animation = defer(),
set_attach = defer(),
set_detach = defer(),
set_bone_position = defer(),
}
end