Villagers gather at lunch time, reset trade when they get to work.
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6851a53c6c
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04cac7156e
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@ -506,6 +506,7 @@ local professions = {
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local WORK = "work"
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local SLEEP = "sleep"
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local GATHERING = "gathering"
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local profession_names = {}
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for id, _ in pairs(professions) do
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@ -583,14 +584,16 @@ function get_activity(tod)
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local work_start = 8500
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local work_end = 16500
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local activity = nil
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if (tod > work_start and tod < lunch_start) or (tod > lunch_end and tod < work_end) then
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if weather_mod and mcl_weather.get_weather() == "thunder" then
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mcl_log("Better get to bed. Weather is: " .. mcl_weather.get_weather())
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activity = SLEEP
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elseif (tod > work_start and tod < lunch_start) or (tod > lunch_end and tod < work_end) then
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activity = WORK
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elseif mcl_beds.is_night() then
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activity = SLEEP
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elseif tod > lunch_start and tod < lunch_end then
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activity = "lunch"
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activity = GATHERING
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else
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activity = "chill"
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end
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@ -599,8 +602,29 @@ function get_activity(tod)
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end
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local function check_bed (entity)
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local b = entity._bed
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if not b then
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--minetest.log("No bed set on villager")
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return false
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end
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local n = minetest.get_node(b)
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if n and n.name ~= "mcl_beds:bed_red_bottom" then
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mcl_log("Where did my bed go?!")
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entity._bed = nil --the stormtroopers have killed uncle owen
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return false
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else
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return true
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end
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end
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local function go_home(entity, sleep)
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if not check_bed (entity) then
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mcl_log("Cannot find bed, so cannot go home")
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end
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local b = entity._bed
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if not b then
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return
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@ -647,22 +671,7 @@ local function go_home(entity, sleep)
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end
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end
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local function check_bed (entity)
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local b = entity._bed
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if not b then
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--minetest.log("No bed set on villager")
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return false
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end
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local n = minetest.get_node(b)
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if n and n.name ~= "mcl_beds:bed_red_bottom" then
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mcl_log("Where did my bed go?!")
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entity._bed = nil --the stormtroopers have killed uncle owen
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return false
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else
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return true
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end
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end
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local function take_bed (entity)
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if not entity then return end
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@ -742,25 +751,30 @@ local function check_summon(self,dtime)
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self._summon_timer = self._summon_timer + dtime
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end
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local function has_traded (self)
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--mcl_log("Checking name: " .. self._trades)
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local function debug_trades(self)
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mcl_log("Start debug trades")
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if not self or not self._trades then return end
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local trades = minetest.deserialize(self._trades)
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if trades and type(trades) == "table" then
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for trader, trade in pairs(trades) do
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--mcl_log("Current record: ".. tostring(trader))
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for tr3, tr4 in pairs (trade) do
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mcl_log("Key: ".. tostring(tr3))
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mcl_log("Value: ".. tostring(tr4))
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end
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end
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end
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mcl_log("End debug trades")
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end
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local function has_traded (self)
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if not self._trades then
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mcl_log("No trades set. has_traded is false")
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return false
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end
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local cur_trades_tab = minetest.deserialize(self._trades)
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if cur_trades_tab and type(cur_trades_tab) == "table" then
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for trader, trades in pairs(cur_trades_tab) do
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--mcl_log("Current record: ".. tostring(trader))
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--for tr3, tr4 in pairs (tab_val) do
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--mcl_log("Key: ".. tostring(tr3))
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--mcl_log("Value: ".. tostring(tr4))
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--end
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--mcl_log("traded once: ".. tostring(trades.traded_once))
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if trades.traded_once then
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mcl_log("Villager has traded before. Returning true")
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return true
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@ -772,10 +786,32 @@ local function has_traded (self)
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end
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local function unlock_trades (self)
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if self then
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--mcl_log("We should now try to unlock trades")
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else
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mcl_log("Missing self")
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if not self._trades then
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mcl_log("No trades set. has_traded is false")
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return false
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end
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mcl_log("Unlocking trades")
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local has_unlocked = false
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local trades = minetest.deserialize(self._trades)
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if trades and type(trades) == "table" then
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for trader, trade in pairs(trades) do
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local trade_tier_too_high = trade.tier > self._max_trade_tier
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mcl_log("Max trade tier of villager: ".. tostring(self._max_trade_tier))
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mcl_log("current trade.tier: ".. tostring(trade.tier))
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mcl_log("trade tier too high: ".. tostring(trade_tier_too_high))
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mcl_log("locked: ".. tostring(trade["locked"]))
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if not trade_tier_too_high then
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if trade["locked"] == true then
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trade.locked = false
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has_unlocked = true
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mcl_log("Villager has a locked trade. Unlocking")
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end
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end
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end
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if has_unlocked then
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self._trades = minetest.serialize(trades)
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end
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end
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end
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@ -808,13 +844,6 @@ end
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local function look_for_job(self, requested_jobsites)
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--if self.last_jobhunt and os.time() - self.last_jobhunt < 15 then
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-- mcl_log("Is time less than 40?" .. tostring(os.time() - self.last_jobhunt))
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-- return
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--end
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--self.last_jobhunt = os.time() + math.random(0,30)
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mcl_log("Looking for jobs")
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local looking_for_type = jobsites
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@ -828,6 +857,7 @@ local function look_for_job(self, requested_jobsites)
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local p = self.object:get_pos()
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local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), looking_for_type)
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--Ideally should check for closest available. It'll make pathing easier.
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for _,n in pairs(nn) do
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local m = minetest.get_meta(n)
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--mcl_log("Job owner: ".. m:get_string("villager"))
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@ -859,31 +889,21 @@ local function look_for_job(self, requested_jobsites)
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end
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local function get_a_job(self)
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if self.order == WORK then self.order = nil end
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mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?")
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--self.order = JOB_HUNTING
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local requested_jobsites = jobsites
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if has_traded (self) then
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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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-- Only pass in my jobsite to two functions here
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else
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mcl_log("Has not traded")
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end
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local p = self.object:get_pos()
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local n = minetest.find_node_near(p,1,requested_jobsites)
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--Ideally should check for closest available. It'll make pathing easier.
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--local n = look_for_job(self)
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if not n then
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--mcl_log("Job hunt failed. Could not find block I have walked to")
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end
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if n and employ(self,n) then return true end
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if self.state ~= PATHFINDING then
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@ -894,17 +914,16 @@ end
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local function retrieve_my_jobsite (self)
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if not self or not self._jobsite then
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--mcl_log("find_jobsite. Invalid params")
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mcl_log("find_jobsite. Invalid params. Should not happen")
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return
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end
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local n = mcl_vars.get_node(self._jobsite)
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local m = minetest.get_meta(self._jobsite)
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if m:get_string("villager") == self._id then
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--mcl_log("find_jobsite. is my job.")
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return n
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else
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--mcl_log("find_jobsite. Not my job")
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mcl_log("This isn't my jobsite")
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end
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return
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end
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@ -932,10 +951,12 @@ local function validate_jobsite(self)
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end
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end
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local function do_work (self)
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if self.child then return end
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debug_trades(self)
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if self.child or self.order == WORK then
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mcl_log("A child or already working so don't send to work")
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return
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end
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--mcl_log("Time for work")
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-- Don't try if looking_for_work, or gowp possibly
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@ -946,29 +967,23 @@ local function do_work (self)
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local jobsite = self._jobsite
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if self and jobsite2 and self._jobsite then
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local distance_to_jobsite = vector.distance(self.object:get_pos(),self._jobsite)
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--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite)
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--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite))
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if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
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--mcl_log("Made it to work ok!")
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if distance_to_jobsite < 2 then
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if not (self.state == PATHFINDING) then
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--mcl_log("Setting order to work.")
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mcl_log("Setting order to work.")
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self.order = WORK
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else
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mcl_log("Not gowp. What is it: " .. self.state)
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end
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-- Once we arrive at job block, we should unlock trades
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unlock_trades(self)
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--self.state = "stand"
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--self.object:set_velocity({x = 0, y = 0, z = 0})
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else
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--mcl_log("Still pathfinding.")
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end
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else
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mcl_log("Not at job block. Need to commute.")
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if self.order == WORK then
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self.order = nil
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return
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end
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--self.state = "go_to_work"
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mcl_mobs:gopath(self, jobsite, function(self,jobsite)
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if not self then
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--mcl_log("missing self. not good")
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@ -984,19 +999,90 @@ local function do_work (self)
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else
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--mcl_log("Need to walk to work. Not sure we can get here.")
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end
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end)
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end
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end
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elseif self._profession == "unemployed" then
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get_a_job(self)
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elseif has_traded(self) then
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mcl_log("My job site is invalid or gone. I cannot work.")
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if self.order == WORK then self.order = nil end
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elseif self._profession == "unemployed" or has_traded(self) then
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get_a_job(self)
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end
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end
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local function go_to_town_bell(self)
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if self.order == GATHERING then
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mcl_log("Already gathering")
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return
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else
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mcl_log("Current order" .. self.order)
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end
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mcl_log("Go to town bell")
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local looking_for_type={}
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table.insert(looking_for_type, "mcl_bells:bell")
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local p = self.object:get_pos()
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local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), looking_for_type)
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--Ideally should check for closest available. It'll make pathing easier.
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for _,n in pairs(nn) do
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mcl_log("Found bell")
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local gp = mcl_mobs:gopath(self,n,function(self)
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if self then
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self.order = GATHERING
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mcl_log("Callback has a self")
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end
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mcl_log("Arrived at block callback")
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end)
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if gp then
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if n then
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mcl_log("We can path to this block.. " .. tostring(n))
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end
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return n
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else
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mcl_log("We could not path to block or it's not ready to path yet.")
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end
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end
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return nil
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end
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local function do_activity (self)
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-- Maybe just check we're pathfinding first?
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if not self._bed then
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--mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
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take_bed (self)
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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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local wandered_too_far = ( self.state ~= PATHFINDING ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
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if wandered_too_far then
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--mcl_log("Wandered too far! Return home ")
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go_home(self, false)
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elseif get_activity() == SLEEP then
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go_home(self, true)
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elseif get_activity() == WORK then
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do_work(self)
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elseif get_activity() == GATHERING then
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go_to_town_bell(self)
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else
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-- gossip at town bell or stroll around
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mcl_log("No order, so remove it.")
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self.order = nil
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end
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-- Daytime is work and play time
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if not mcl_beds.is_night() then
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if self.order == SLEEP then self.order = nil end
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else
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if self.order == WORK then self.order = nil end
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end
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end
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local function update_max_tradenum(self)
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if not self._trades then
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return
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@ -1663,9 +1749,9 @@ mcl_mobs:register_mob("mobs_mc:villager", {
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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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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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end)
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-- end)
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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.order = nil -- cancel work if working
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@ -1739,42 +1825,7 @@ mcl_mobs:register_mob("mobs_mc:villager", {
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self.jump = true
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end
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if not self._bed then
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--mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
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take_bed (self)
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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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--self.state ~= "go_home"
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local wandered_too_far = ( self.state ~= PATHFINDING ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
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--if wandered_too_far then minetest.log("Wandered too far! Return home ") end
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if wandered_too_far then
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go_home(self, false)
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return
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elseif mcl_beds.is_night() or (weather_mod and mcl_weather.get_weather() == "thunder") then
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mcl_log("It's night or thunderstorm. Better get to bed. Weather is: " .. mcl_weather.get_weather())
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go_home(self, true)
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return
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end
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else
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--mcl_log("check bed failed ")
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end
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-- Daytime is work and play time
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if not mcl_beds.is_night() then
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if self.order == SLEEP then self.order = nil end
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if get_activity() == WORK then
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do_work(self)
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else
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-- gossip at town bell or stroll around
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self.order = nil
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end
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else
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if self.order == WORK then self.order = nil end
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end
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do_activity (self)
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end
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end,
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