advanced_npc/npc.lua

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local S = mobs.intllib
-- Npc by TenPlus1
-- NPC Chat code by Zorman2000
-- Chat system consists of chatline and options objects that are re-used to create a conversation.
-- The objects are the following:
--
-- chatline = { text = "", options = {}, name = "", flag = "" }
-- 1. text: What the NPC says on this chat line
-- 2. options: What the player can answer to the chat line. Options are of another type of chat lines.
-- If you want the player to have no options to answer, set to nil
-- 3. name: The name of the NPC that will use this line. Use this when you want a specific NPC
-- to speak this line.
-- 4. flag: When the NPC speaks this line, this flag will be set into the entity's metadata.
--
-- options = { opt = "", answer = { chatline }
-- 1. opt: The text that the player can say to the NPC
-- 2. answer: A chatline object (as described above)
--
-- Example of conversation hierarchy
-- chat_options = {
-- chatline1 = { text = "Q1", options = {
-- option1 = { opt = "O1", answer = {
-- chatline = { text = "A1", options = nil }
-- }
-- },
-- chatline2 = { text = "Q2", options = nil }
-- }
local chat_options = {
{ text = "Don't talk with me know, please", options = nil, name = "Angry Guy" },
{ text = "Hello, how are you doing?", options = {
{ opt = "Good", answer =
{ text = "That's good. Take care of yourself.", options = nil }
},
{ opt = "Great! And you?", answer =
{ text = "I'm doing well, thank you. See ya around!", options = nil }
},
{ opt = "Not so well...", answer =
{ text = "Hey, why not feeling good? What's wrong?", options = {
{ opt = "Not your business!", answer =
{ text = "So rude! Don't speak to me anymore!", options = nil, flag = "not_speak" }
},
{ opt = "It's nothing! But thank you for asking!", answer =
{ text = "Ok my friend. See ya around!", options = nil }
},
}
}
}
}
},
{ text = "I'm thinking of buying something but not sure...", options = nil },
{ text = "I have traveled around the world and only like this place...", options = nil }
}
local options = {"Question 1","Question 2","Question 3","Question 4"}
---------------------------------------------------------------------
-- Creates a formspec for dialog
--------------------------------------------------------------------
local function create_formspec(options, close_option)
local options_length = table.getn(options) + 1
local formspec_height = (options_length * 0.7) + 1
local formspec = "size[7,"..tostring(formspec_height).."]"
for i, opt in ipairs(options) do
local y = 0.7;
if i > 1 then
y = (y * i)
end
formspec = formspec.."button[0.5,"..y..";6,0.5;opt"..tostring(i)..";"..options[i].opt.."]"
end
formspec = formspec.."button_exit[0.5,"..(formspec_height - 1)..";6,0.5;exit;"..close_option.."]"
return formspec
end
---------------------------------------------------------------------
-- Returns a random chatline for unimportant NPCs
---------------------------------------------------------------------
local function get_random_chatline(chat_options)
local chat_options_length = table.getn(chat_options)
local random_option = math.random(1, chat_options_length - 1)
local found = false
while found == false do
for i,chatline in ipairs(chat_options) do
if i == random_option and chatline.name == nil then
found = true
return chatline
end
end
end
end
---------------------------------------------------------------------
-- Returns all chatlines for a specific NPC
---------------------------------------------------------------------
local function get_chatline_for_npc(chat_options, npc_name)
local result = {}
for i,chatline in ipairs(chat_options) do
if chatline.name == npc_name then
table.insert(result, chatline)
end
end
return result
end
-----------------------------------------------------------------------------
-- Functions for rotating NPC to look at player (taken from the API itself)
-----------------------------------------------------------------------------
local atan = function(x)
if x ~= x then
return 0
else
return math.atan(x)
end
end
local function rotate_npc_to_player(self)
local s = self.object:getpos()
local objs = minetest.get_objects_inside_radius(s, 4)
local lp = nil
local yaw = 0
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:getpos()
break
end
end
if lp then
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + math.pi
end
end
self.object:setyaw(yaw)
end
---------------------------------------------------------------------
-- Drives conversation
---------------------------------------------------------------------
local function show_chat_option(npc_name, self, player_name, chat_options, close_option)
rotate_npc_to_player(self)
self.order = "stand"
local chatline = get_random_chatline(chat_options)
minetest.chat_send_player(player_name, chatline.text)
if chatline.options ~= nil then
minetest.log("Current options: "..dump(chatline.options))
local formspec = create_formspec(chatline.options, close_option)
minetest.show_formspec(player_name, "rndform", formspec)
end
self.order = "follow"
end
mobs.npc_drops = {
"default:pick_steel", "mobs:meat", "default:sword_steel",
"default:shovel_steel", "farming:bread", "bucket:bucket_water"
}
mobs:register_mob("mobs_npc:npc", {
type = "npc",
passive = false,
damage = 3,
attack_type = "dogfight",
attacks_monsters = true,
-- Added group attack
group_attack = true,
--pathfinding = true,
pathfinding = 1,
hp_min = 10,
hp_max = 20,
armor = 100,
collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
visual = "mesh",
mesh = "character.b3d",
drawtype = "front",
textures = {
{"mobs_npc.png"},
{"mobs_npc2.png"}, -- female by nuttmeg20
},
child_texture = {
{"mobs_npc_baby.png"}, -- derpy baby by AmirDerAssassine
},
makes_footstep_sound = true,
sounds = {},
-- Added walk chance
walk_chance = 30,
-- Added stepheight
stepheight = 1,
walk_velocity = 2,
run_velocity = 3,
jump = true,
drops = {
{name = "default:wood", chance = 1, min = 1, max = 3},
{name = "default:apple", chance = 2, min = 1, max = 2},
{name = "default:axe_stone", chance = 5, min = 1, max = 1},
},
water_damage = 0,
lava_damage = 2,
light_damage = 0,
follow = {"farming:bread", "mobs:meat", "default:diamond"},
view_range = 15,
owner = "",
order = "follow",
--order = "stand",
fear_height = 3,
animation = {
speed_normal = 30,
speed_run = 30,
stand_start = 0,
stand_end = 79,
walk_start = 168,
walk_end = 187,
run_start = 168,
run_end = 187,
punch_start = 200,
punch_end = 219,
},
on_rightclick = function(self, clicker)
-- feed to heal npc
if mobs:feed_tame(self, clicker, 8, true, true) then
return
end
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
-- right clicking with gold lump drops random item from mobs.npc_drops
if item:get_name() == "default:gold_lump" then
if not minetest.setting_getbool("creative_mode") then
item:take_item()
clicker:set_wielded_item(item)
end
local pos = self.object:getpos()
pos.y = pos.y + 0.5
minetest.add_item(pos, {
name = mobs.npc_drops[math.random(1, #mobs.npc_drops)]
})
minetest.chat_send_player(name, S("NPC dropped you an item for gold!"))
return
end
-- See chat
--show_chat_option(self.nametag, self, name, chat_options, "Nevermind")
-- capture npc with net or lasso
mobs:capture_mob(self, clicker, 0, 5, 80, false, nil)
-- by right-clicking owner can switch npc between follow and stand
if self.owner and self.owner == name then
if self.order == "follow" then
self.order = "stand"
minetest.chat_send_player(name, S("NPC stands still."))
else
self.order = "follow"
minetest.chat_send_player(name, S("NPC will follow you."))
end
end
end,
})
--mobs:register_spawn("mobs:npc", {"default:dirt_with_grass"}, 20, 0, 7000, 1, 31000)
--mobs:spawn_specific("mobs:npc", {"default:brick"}, {"air"}, 0, 15, 1, 1, 1, 0, 200, true)
--mobs:register_spawn("mobs:npc", {"mg_villages:plotmarker"}, 20, 0, 1, 7000, 31000)
--mobs:spawn_specific("mobs:npc", {"mg_villages:plotmarker"}, {"air"}, 0, 15, 30, 1, 100, 0, 200, true)
minetest.register_abm({
label = "NPC spawning",
nodenames = {"mg_villages:plotmarker"},
neighbors = {"air"},
interval = 30,
chance = 25,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
if active_object_count_wider > 20 then
return
end
minetest.log("Spawning NPC on: "..dump(pos.x)..", "..dump(pos.y + 1)..", "..dump(pos.z))
minetest.log("Active Object count: "..dump(active_object_count))
minetest.log("Wider object count: "..dump(active_object_count_wider))
pos.y = pos.y + 1
local mob = minetest.add_entity(pos, "mobs_npc:npc")
local ent = mob:get_luaentity()
if not ent then
mob:remove()
return
end
end
})
mobs:register_egg("mobs_npc:npc", S("Npc"), "default_brick.png", 1)
-- compatibility
mobs:alias_mob("mobs:npc", "mobs_npc:npc")