595 lines
20 KiB
Lua

-- Villager
local S = minetest.get_translator("rp_mobs_mobs")
-- How many different trades a villager offers
local TRADES_COUNT = 4
-- Time after which to heal 1 HP (in seconds)
local HEAL_TIME = 7.0
-- Time it takes for villager to forget being mad at player
local ANGRY_COOLDOWN_TIME = 60.0
-- View range for hostilities
local VIEW_RANGE = 16
-- Maximum jump height
local MAX_JUMP = 1
-- Maximum tolerated drop
local MAX_DROP = 4
-- Villager wants to stay this close to their home bed at all times
local HOME_BED_DISTANCE = 32
-- 'searchdistance' argument for minetest.find_path for pathfinding towards bed
local HOME_BED_PATHFIND_DISTANCE = 8
-- If villager is at least this many nodes away from home bed, it will be forgotten
local MAX_HOME_BED_DISTANCE = 48
-- Maximum distance to look for work
local WORK_DISTANCE = 24
-- Time in seconds it takes for villager to forget home bed
local HOME_BED_FORGET_TIME = 10.0
-- How fast to walk
local WALK_SPEED = 2
-- How strong to jump
local JUMP_STRENGTH = 6
-- Time the mob idles around
local IDLE_TIME = 3.0
-- Load villager speech functions
local villager_speech = dofile(minetest.get_modpath("rp_mobs_mobs").."/mobs/villager_speech.lua")
-- Returns a string for the phase of the day.
-- Possible values: "day", "night"
local get_day_phase = function()
local tod = minetest.get_timeofday()
if tod < 0.25 or tod > 0.75 then
return "night"
else
return "day"
end
end
local professions = {
{ "farmer", S("Farmer") },
{ "tavernkeeper", S("Tavern Keeper") },
{ "blacksmith", S("Blacksmith") },
{ "butcher", S("Butcher") },
{ "carpenter", S("Carpenter") },
}
local professions_keys = {}
for p=1, #professions do
local profession = professions[p][1]
professions_keys[profession] = true
end
local profession_exists = function(profession)
if professions_keys[profession] then
return true
else
return false
end
end
local set_random_profession = function(mob)
local p = math.random(1, #professions)
local profession = professions[p][1]
mob._custom_state.profession = profession
minetest.log("action", "[rp_mobs_mobs] Profession of villager at "..minetest.pos_to_string(mob.object:get_pos(), 1).." initialized as: "..tostring(profession))
end
-- Gets profession of villager; also initializes
-- the profession if none set, and re-initializes
-- profession if set to an invalid one
local get_profession = function(mob)
if mob._custom_state.profession then
if profession_exists(mob._custom_state.profession) then
return mob._custom_state.profession
else
local old_profession = mob._custom_state.profession
minetest.log("warning", "[rp_mobs_mobs] Profession of villager at "..minetest.pos_to_string(mob.object:get_pos(), 1).." was invalid ("..tostring(old_profession).."). Re-rolling ...")
set_random_profession(mob)
return mob._custom_state.profession
end
else
set_random_profession(mob)
return mob._custom_state.profession
end
end
-- Advanced pathfinder that finds a path between two positions.
-- Like minetest.find_path, but can also traverse a single door.
-- This is a greedy algorithm so it won't neccessary find the
-- shortest path if there's a door.
-- Arguments are the same as for minetest.find_path.
-- This algorithm performs up to 5 path searches so it is less efficient
-- than calling minetest.find_path.
--
-- Returns: Lists of 'goals' the mob has to reach to get to the
-- destination. Each goal is a table with a 'goal_type' field and other fields.
-- Possible goal types:
--
-- { goal_type = "path", path = <path> }
-- Path goal. path is a list of positions the mob has to walk in that order
--
-- { goal_type = "door", pos = <door position> }
-- Door obstacle. Mob may have to interact with the door in order to
-- get through. pos is the position of the lower door segment.
--
-- If no path was found, returns nil.
local find_path_advanced = function(pos1, pos2, searchdistance, max_jump, max_drop)
local algorithm = "A*_noprefetch"
-- First check if we can find a direct path
local path = minetest.find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm)
if path then
return { { goal_type = "path", path = path } }
end
local doorarea_min = vector.add(pos2, vector.new(-12, -6, -12))
local doorarea_max = vector.add(pos2, vector.new(12, 6, 12))
local doors = minetest.find_nodes_in_area(doorarea_min, doorarea_max, {"group:door"})
if #doors == 0 then
return nil
end
-- Door neighbors
local neighbors = {
{ vector.new(-1,0,0), vector.new(1,0,0) }, -- X neighbors
{ vector.new(0,0,-1), vector.new(0,0,1) }, -- Z neighbors
}
-- Splits contains a list of positions where the path is
-- "split" by a door that is in the way.
local splits = {}
for d=1, #doors do
local doorpos = doors[d]
local node = minetest.get_node(doorpos)
-- Look at bottom door segments only
if minetest.get_item_group(node.name, "door_position") == 1 then
-- Check if node below door is walkable
local below = vector.offset(doorpos, 0, -1, 0)
local bnode = minetest.get_node(below)
local bdef = minetest.registered_nodes[bnode.name]
if bdef and bdef.walkable then
-- Check if 2 sides of the door are clear,
-- either both on the X axis or both on the Z axis.
-- These sides will become the start and end
-- points of the following pathfindings.
for n=1, #neighbors do
local splits_ok = 0
local new_split = {}
for s=1, #neighbors[n] do
local split = neighbors[n][s]
local spos = vector.add(doorpos, split)
local snode = minetest.get_node(spos)
local sdef = minetest.registered_nodes[snode.name]
-- Non-walkable and non-damaging = "clear" to walk
if sdef and not sdef.walkable and sdef.damage_per_second <= 0 then
splits_ok = splits_ok + 1
table.insert(new_split, spos)
else
break
end
end
if splits_ok == 2 then
-- Add the 2 door neighbor nodes and the door position itself
table.insert(splits, { new_split[1], doorpos, new_split[2] })
end
end
end
end
end
for s=1, #splits do
local splitpos1 = splits[s][1]
local doorpos = splits[s][2]
local splitpos2 = splits[s][3]
-- Do a path search from start to the side of the door (splitpos1),
-- then another path search from the other side (splitpos2) to the goal position.
local path1 = minetest.find_path(pos1, splitpos1, searchdistance, max_jump, max_drop, algorithm)
if path1 then
local path2 = minetest.find_path(splitpos2, pos2, searchdistance, max_jump, max_drop, algorithm)
if path2 then
-- Both paths found. Join them by putting the door between them
return {
{ goal_type = "path", path = path1 },
{ goal_type = "door", pos = doorpos },
{ goal_type = "path", path = path2 },
}
end
end
-- On failure, try it again but do it from start to the *other* side of the door (splitpos2) first.
local path3 = minetest.find_path(pos1, splitpos2, searchdistance, max_jump, max_drop, algorithm)
if path3 then
local path4 = minetest.find_path(splitpos1, splitpos2, searchdistance, max_jump, max_drop, algorithm)
if path4 then
return {
{ goal_type = "path", path = path3 },
{ goal_type = "door", pos = doorpos },
{ goal_type = "path", path = path4 },
}
end
end
end
end
local find_free_horizontal_neighbor = function(pos)
local neighbors = {
vector.new(-1,0,0),
vector.new(1,0,0),
vector.new(0,0,-1),
vector.new(0,0,1),
}
local possible = {}
for n=1,#neighbors do
local npos = vector.add(pos, neighbors[n])
local nnode = minetest.get_node(npos)
local ndef = minetest.registered_nodes[nnode.name]
local bpos = vector.offset(npos, 0, -1, 0)
local bnode = minetest.get_node(bpos)
local bdef = minetest.registered_nodes[bnode.name]
if ndef and not ndef.walkable and ndef.drowning == 0 and ndef.damage_per_second <= 0 and bdef and bdef.walkable and minetest.get_item_group(bnode.name, "fence") == 0 then
table.insert(possible, npos)
end
end
if #possible > 0 then
local r = math.random(1, #possible)
return possible[r]
end
return nil
end
local needs_look_for_neighbor = function(nodename, nodedef)
if nodedef.walkable then
return true
else
if nodename == "rp_default:papyrus" or minetest.get_item_group(nodename, "bonfire") == 1 then
return true
end
end
return false
end
local find_reachable_node = function(startpos, nodenames, searchdistance, under_air)
local offset = vector.new(searchdistance, searchdistance, searchdistance)
local smin = vector.subtract(startpos, offset)
local smax = vector.add(startpos, offset)
local nodes
if under_air then
nodes = minetest.find_nodes_in_area_under_air(smin, smax, nodenames)
else
nodes = minetest.find_nodes_in_area(smin, smax, nodenames)
end
while #nodes > 0 do
local r = math.random(1, #nodes)
local npos = nodes[r]
local searchpos
local nnode = minetest.get_node(nodes[r])
local ndef = minetest.registered_nodes[nnode.name]
local look_for_neighbor = needs_look_for_neighbor(nnode.name, ndef)
if look_for_neighbor then
searchpos = find_free_horizontal_neighbor(npos)
else
searchpos = npos
end
if searchpos then
local goals = find_path_advanced(startpos, searchpos, searchdistance, MAX_JUMP, MAX_DROP)
if goals then
return npos, goals
end
end
table.remove(nodes, r)
end
end
local microtask_find_new_home_bed = rp_mobs.create_microtask({
label = "find new home bed",
singlestep = true,
on_step = function(self, mob)
if mob._custom_state.home_bed then
if bed.is_valid_bed(mob._custom_state.home_bed) then
return
else
mob._custom_state.home_bed = nil
local mobpos = mob.object:get_pos()
minetest.log("action", "[rp_mobs_mobs] Villager at "..minetest.pos_to_string(mobpos, 1).." lost their home bed")
end
end
local mobpos = mob.object:get_pos()
if not mobpos then
return
end
local bedpos = find_reachable_node(mobpos, { "group:bed" }, MAX_HOME_BED_DISTANCE, true)
if bedpos then
mob._custom_state.home_bed = bedpos
minetest.log("action", "[rp_mobs_mobs] Villager at "..minetest.pos_to_string(mobpos, 1).." found new home bed at "..minetest.pos_to_string(bedpos))
end
end,
})
local create_microtask_open_door = function(door_pos)
return rp_mobs.create_microtask({
label = "open door",
singlestep = true,
on_step = function(self, mob)
if door.is_open(door_pos) == false then
door.toggle_door(door_pos)
end
end,
})
end
local movement_decider = function(task_queue, mob)
local task_stand = rp_mobs.create_task({label="stand still"})
local yaw = math.random(0, 360) / 360 * (math.pi*2)
local mt_yaw = rp_mobs.microtasks.set_yaw(yaw)
rp_mobs.add_microtask_to_task(mob, rp_mobs.microtasks.set_acceleration(rp_mobs.GRAVITY_VECTOR), task_stand)
rp_mobs.add_microtask_to_task(mob, mt_yaw, task_stand)
local mt_sleep = rp_mobs.microtasks.sleep(IDLE_TIME)
mt_sleep.start_animation = "idle"
rp_mobs.add_microtask_to_task(mob, mt_sleep, task_stand)
rp_mobs.add_task_to_task_queue(task_queue, task_stand)
local task_find_new_home_bed = rp_mobs.create_task({label="find new home bed"})
rp_mobs.add_microtask_to_task(mob, microtask_find_new_home_bed, task_find_new_home_bed)
rp_mobs.add_task_to_task_queue(task_queue, task_find_new_home_bed)
local day_phase = get_day_phase()
if day_phase == "night" then
-- Go to home bed at night
if mob._custom_state.home_bed then
local mobpos = mob.object:get_pos()
local searchpos = find_free_horizontal_neighbor(mob._custom_state.home_bed)
local goals = find_path_advanced(mobpos, searchpos, HOME_BED_PATHFIND_DISTANCE, MAX_JUMP, MAX_DROP)
if goals then
if goals[1] and goals[1].goal_type == "path" then
local path = goals[1].path
local target = path[#path]
local mt_walk_to_bed = rp_mobs.microtasks.pathfind_and_walk_to(nil, target, WALK_SPEED, JUMP_STRENGTH, true, HOME_BED_PATHFIND_DISTANCE, MAX_JUMP, MAX_DROP)
mt_walk_to_bed.start_animation = "walk"
local task_walk_to_bed = rp_mobs.create_task({label="walk to bed"})
rp_mobs.add_microtask_to_task(mob, mt_walk_to_bed, task_walk_to_bed)
rp_mobs.add_task_to_task_queue(task_queue, task_walk_to_bed)
end
end
end
elseif day_phase == "day" then
local r = math.random(1, 2)
local profession = mob._custom_state.profession
local targetnodes
local under_air = true
if r == 1 then
-- profession
if profession == "farmer" then
local a = math.random(1, 2)
if a == 1 then
targetnodes = { "group:farming_plant" }
under_air = true
else
targetnodes = { "rp_default:papyrus" }
under_air = false
end
elseif profession == "blacksmith" then
targetnodes = { "group:furnace" }
under_air = false
elseif profession == "tavernkeeper" then
targetnodes = { "group:bucket", "rp_decor:barrel" }
under_air = false
elseif profession == "butcher" then
targetnodes = { "group:tree", "rp_jewels:bench" }
under_air = true
elseif profession == "carpenter" then
targetnodes = { "rp_default:bookshelf" }
under_air = false
end
else
-- recreational
local a = math.random(1, 4)
if a == 1 then
targetnodes = { "group:bonfire" }
under_air = true
else
targetnodes = { "group:bookshelf", "group:chest", "rp_itemshow:showcase" }
under_air = false
end
end
if targetnodes then
-- Go to workplace/recreational node at day
local mobpos = mob.object:get_pos()
local targetpos, goals = find_reachable_node(mobpos, targetnodes, WORK_DISTANCE, under_air)
if targetpos and goals and #goals > 0 then
local task_walk_to_target = rp_mobs.create_task({label="walk to recreation/workplace"})
for g=1, #goals do
local goal = goals[g]
-- Open door
if goal.goal_type == "door" then
local mt_open_door = create_microtask_open_door(goal.pos)
mt_open_door.start_animation = "idle"
rp_mobs.add_microtask_to_task(mob, mt_open_door, task_walk_to_target)
-- Traverse path
elseif goal.goal_type == "path" then
local path = goal.path
local target = path[#path]
local start = path[1]
local mt_walk_to_target = rp_mobs.microtasks.pathfind_and_walk_to(start, target, WALK_SPEED, JUMP_STRENGTH, true, WORK_DISTANCE, MAX_JUMP, MAX_DROP)
mt_walk_to_target.start_animation = "walk"
rp_mobs.add_microtask_to_task(mob, mt_walk_to_target, task_walk_to_target)
else
minetest.log("error", "[rp_mobs_mobs] Villager walk algorithm: Invalid goal_type!")
return
end
end
rp_mobs.add_task_to_task_queue(task_queue, task_walk_to_target)
end
end
end
end
local heal_decider = function(task_queue, mob)
local mt_heal = rp_mobs.create_microtask({
label = "regenerate health",
on_start = function(self, mob)
mob._custom_state.healing_timer = 0
end,
on_step = function(self, mob, dtime)
-- Slowly heal over time
mob._custom_state.healing_timer = mob._custom_state.healing_timer + dtime
if mob._custom_state.healing_timer >= HEAL_TIME then
rp_mobs.heal(mob, 1)
mob._custom_state.healing_timer = 0
end
end,
is_finished = function()
return false
end,
})
local task = rp_mobs.create_task({label="regenerate health"})
rp_mobs.add_microtask_to_task(mob, mt_heal, task)
rp_mobs.add_task_to_task_queue(task_queue, task)
end
local set_random_textures = function(mob)
local r = math.random(1, 6)
local tex = { "mobs_villager"..r..".png" }
mob.object:set_properties({
textures = tex,
})
mob._textures_adult = tex
end
rp_mobs.register_mob("rp_mobs_mobs:villager", {
description = S("Villager"),
tags = { peaceful = 1 },
drops = {
{ name = "rp_default:planks_oak", chance = 1, min = 1, max = 3 },
{ name = "rp_default:apple", chance = 2, min = 1, max = 2 },
{ name = "rp_default:axe_stone", chance = 5, min = 1, max = 1 },
},
animations = {
["idle"] = { frame_range = { x = 0, y = 79 }, default_frame_speed = 30 },
["dead_static"] = { frame_range = { x = 0, y = 0 } },
["walk"] = { frame_range = { x = 168, y = 187 }, default_frame_speed = 30 },
["run"] = { frame_range = { x = 168, y = 187 }, default_frame_speed = 30 },
["punch"] = { frame_range = { x = 200, y = 219 }, default_frame_speed = 30 },
},
front_body_point = vector.new(0, -0.6, 0.2),
dead_y_offset = 0.6,
default_sounds = {
damage = "default_punch",
death = "default_punch",
},
entity_definition = {
initial_properties = {
hp_max = 20,
physical = true,
collisionbox = { -0.35, -1.0, -0.35, 0.35, 0.77, 0.35},
selectionbox = { -0.32, -1.0, -0.22, 0.32, 0.77, 0.22, rotate=true},
visual = "mesh",
mesh = "mobs_villager.b3d",
-- Texture will be overridden on first spawn
textures = { "mobs_villager1.png" },
makes_footstep_sound = true,
stepheight = 0.6,
},
get_staticdata = rp_mobs.get_staticdata_default,
on_death = rp_mobs.on_death_default,
on_punch = rp_mobs_mobs.on_punch_make_hostile,
on_activate = function(self, staticdata)
rp_mobs.init_mob(self)
rp_mobs.restore_state(self, staticdata)
if not self._textures_adult then
set_random_textures(self)
else
self.object:set_properties({textures = self._textures_adult})
end
rp_mobs.init_fall_damage(self, true)
rp_mobs.init_breath(self, true, {
breath_max = 11,
drowning_point = vector.new(0, 0.5, 0.1)
})
rp_mobs.init_node_damage(self, true, {
node_damage_points={
vector.new(0, -0.5, 0),
vector.new(0, 0.5, 0),
},
})
rp_mobs.init_tasks(self)
local movement_task_queue = rp_mobs.create_task_queue(movement_decider)
local heal_task_queue = rp_mobs.create_task_queue(heal_decider)
rp_mobs.add_task_queue(self, movement_task_queue)
rp_mobs.add_task_queue(self, heal_task_queue)
rp_mobs.add_task_queue(self, rp_mobs.create_task_queue(rp_mobs_mobs.create_angry_cooldown_decider(VIEW_RANGE, ANGRY_COOLDOWN_TIME)))
if not self._custom_state.profession then
set_random_profession(self)
end
end,
on_step = function(self, dtime, moveresult)
rp_mobs.handle_dying(self, dtime)
rp_mobs.scan_environment(self, dtime)
rp_mobs.handle_environment_damage(self, dtime, moveresult)
rp_mobs.handle_tasks(self, dtime, moveresult)
end,
on_rightclick = function(self, clicker)
if self._dying then
return
end
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
if self._temp_custom_state.angry_at and self._temp_custom_state.angry_at:is_player() and self._temp_custom_state.angry_at == clicker then
villager_speech.say_random("hostile", name)
return
end
local profession = get_profession(self)
local iname = item:get_name()
if profession ~= "blacksmith" and (minetest.get_item_group(iname, "sword") > 0 or minetest.get_item_group(iname, "spear") > 0) then
villager_speech.say_random("annoying_weapon", name)
return
end
achievements.trigger_achievement(clicker, "smalltalk")
local hp = self.object:get_hp()
local hp_max = self.object:get_properties().hp_max
do
-- No trading if low health
if hp < 5 then
villager_speech.say_random("hurt", name)
return
end
if not self._trades or not self._trade or not self._trade_index then
self._trades = {}
local possible_trades = table.copy(gold.trades[profession])
for t=1, TRADES_COUNT do
if #possible_trades == 0 then
break
end
local index = util.choice(possible_trades, gold.pr)
local trade = possible_trades[index]
table.insert(self._trades, trade)
table.remove(possible_trades, index)
end
self._trade_index = 1
if not self._trade then
self._trade = self._trades[self._trade_index]
end
minetest.log("action", "[rp_mobs_mobs] Villager trades of villager at "..minetest.pos_to_string(self.object:get_pos(), 1).." initialized")
end
if not gold.trade(self._trade, profession, clicker, self, self._trade_index, self._trades) then
-- Good mood: Give hint or funny text
if hp >= hp_max-7 then
villager_speech.talk_about_item(profession, iname, name)
elseif hp >= 5 then
villager_speech.say_random("exhausted", name)
else
villager_speech.say_random("hurt", name)
end
end
end
end,
},
})
rp_mobs.register_mob_item("rp_mobs_mobs:villager", "mobs_villager_farmer_inventory.png")