advanced_npc/npc.lua

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-- Advanced NPC by Zorman2000
-- Based on original NPC by Tenplus1
local S = mobs.intllib
npc = {}
-- Constants
npc.FEMALE = "female"
npc.MALE = "male"
npc.INVENTORY_ITEM_MAX_STACK = 99
npc.ANIMATION_STAND_START = 0
npc.ANIMATION_STAND_END = 79
npc.ANIMATION_SIT_START = 81
npc.ANIMATION_SIT_END = 160
npc.ANIMATION_LAY_START = 162
npc.ANIMATION_LAY_END = 166
npc.ANIMATION_WALK_START = 168
npc.ANIMATION_WALK_END = 187
npc.direction = {
north = 0,
east = 1,
south = 2,
west = 3
}
npc.action_state = {
none = 0,
executing = 1,
interrupted = 2
}
---------------------------------------------------------------------------------------
-- General functions
---------------------------------------------------------------------------------------
-- Gets name of player or NPC
function npc.get_entity_name(entity)
if entity:is_player() then
return entity:get_player_name()
else
return entity:get_luaentity().nametag
end
end
-- Returns the item "wielded" by player or NPC
-- TODO: Implement NPC
function npc.get_entity_wielded_item(entity)
if entity:is_player() then
return entity:get_wielded_item()
end
end
---------------------------------------------------------------------------------------
-- Inventory functions
---------------------------------------------------------------------------------------
-- NPCs inventories are restrained to 16 slots.
-- Each slot can hold one item up to 99 count.
-- Utility function to get item name from a string
function npc.get_item_name(item_string)
return ItemStack(item_string):get_name()
end
-- Utility function to get item count from a string
function npc.get_item_count(item_string)
return ItemStack(item_string):get_count()
end
local function initialize_inventory()
return {
[1] = "", [2] = "", [3] = "", [4] = "",
[5] = "", [6] = "", [7] = "", [8] = "",
[9] = "", [10] = "", [11] = "", [12] = "",
[13] = "", [14] = "", [15] = "", [16] = "",
}
end
-- Add an item to inventory. Returns true if add successful
-- These function can be used to give items to other NPCs
-- given that the "self" variable can be any NPC
function npc.add_item_to_inventory(self, item_name, count)
-- Check if NPC already has item
local existing_item = npc.inventory_contains(self, item_name)
if existing_item ~= nil and existing_item.item_string ~= nil then
-- NPC already has item. Get count and see
local existing_count = npc.get_item_count(existing_item.item_string)
if (existing_count + count) < npc.INVENTORY_ITEM_MAX_STACK then
-- Set item here
self.inventory[existing_item.slot] =
npc.get_item_name(existing_item.item_string).." "..tostring(existing_count + count)
return true
else
--Find next free slot
for i = 1, #self.inventory do
if self.inventory[i] == "" then
-- Found slot, set item
self.inventory[i] =
item_name.." "..tostring((existing_count + count) - npc.INVENTORY_ITEM_MAX_STACK)
return true
end
end
-- No free slot found
return false
end
else
-- Find a free slot
for i = 1, #self.inventory do
if self.inventory[i] == "" then
-- Found slot, set item
self.inventory[i] = item_name.." "..tostring(count)
return true
end
end
-- No empty slot found
return false
end
end
-- Same add method but with itemstring for convenience
function npc.add_item_to_inventory_itemstring(self, item_string)
local item_name = npc.get_item_name(item_string)
local item_count = npc.get_item_count(item_string)
npc.add_item_to_inventory(self, item_name, item_count)
end
-- Checks if an item is contained in the inventory. Returns
-- the item string or nil if not found
function npc.inventory_contains(self, item_name)
for key,value in pairs(self.inventory) do
if value ~= "" and string.find(value, item_name) then
return {slot=key, item_string=value}
end
end
-- Item not found
return nil
end
-- Removes the item from an NPC inventory and returns the item
-- with its count (as a string, e.g. "default:apple 2"). Returns
-- nil if unable to get the item.
function npc.take_item_from_inventory(self, item_name, count)
local existing_item = npc.inventory_contains(self, item_name)
if existing_item ~= nil then
-- Found item
local existing_count = npc.get_item_count(existing_item.item_string)
local new_count = existing_count
if existing_count - count < 0 then
-- Remove item first
self.inventory[existing_item.slot] = ""
-- TODO: Support for retrieving from next stack. Too complicated
-- and honestly might be unecessary.
return item_name.." "..tostring(new_count)
else
new_count = existing_count - count
if new_count == 0 then
self.inventory[existing_item.slot] = ""
else
self.inventory[existing_item.slot] = item_name.." "..new_count
end
return item_name.." "..tostring(count)
end
else
-- Not able to take item because not found
return nil
end
end
-- Same take method but with itemstring for convenience
function npc.take_item_from_inventory_itemstring(self, item_string)
local item_name = npc.get_item_name(item_string)
local item_count = npc.get_item_count(item_string)
npc.take_item_from_inventory(self, item_name, item_count)
end
---------------------------------------------------------------------------------------
-- Flag functionality
---------------------------------------------------------------------------------------
-- TODO: Consider removing them as they are pretty simple and straight forward.
-- Generic variables or function that help drive some functionality for the NPC.
function npc.add_flag(self, flag_name, value)
self.flags[flag_name] = value
end
function npc.update_flag(self, flag_name, value)
self.flags[flag_name] = value
end
function npc.get_flag(self, flag_name)
return self.flags[flag_name]
end
---------------------------------------------------------------------------------------
-- Dialogue functionality
---------------------------------------------------------------------------------------
function npc.start_dialogue(self, clicker, show_married_dialogue)
-- Call dialogue function as normal
npc.dialogue.start_dialogue(self, clicker, show_married_dialogue)
-- Check and update relationship if needed
npc.relationships.dialogue_relationship_update(self, clicker)
end
---------------------------------------------------------------------------------------
-- Action functionality
---------------------------------------------------------------------------------------
-- This function adds a function to the action queue.
-- Actions should be added in strict order for tasks to work as expected.
function npc.add_action(self, action, arguments)
local action_entry = {action=action, args=arguments, is_task=false}
table.insert(self.actions.queue, action_entry)
end
-- This function adds task actions in-place, as opposed to
-- at the end of the queue. This allows for continued order
function npc.add_task(self, task, args)
local action_entry = {action=task, args=args, is_task=true}
table.insert(self.actions.queue, action_entry)
end
-- This function removes the first action in the action queue
-- and then executes it
function npc.execute_action(self)
-- Check if an action was interrupted
if self.actions.current_action_state == npc.action_state.interrupted then
minetest.log("Inserting interrupted action: ")
-- Insert into queue the interrupted action
table.insert(self.actions.queue, 1, self.actions.state_before_lock.interrupted_action)
-- Clear the action
self.actions.state_before_lock.interrupted_action = {}
-- Clear the position
self.actions.state_before_lock.pos = {}
end
local result = nil
if table.getn(self.actions.queue) == 0 then
-- Set state to none
self.actions.current_action_state = npc.action_state.none
-- Keep state the same if there are no more actions in actions queue
return self.freeze
end
local action_obj = self.actions.queue[1]
-- If the entry is a task, then push all this new operations in
-- stack fashion
if action_obj.is_task == true then
minetest.log("Executing task")
-- Backup current queue
local backup_queue = self.actions.queue
-- Remove this "task" action from queue
table.remove(self.actions.queue, 1)
-- Clear queue
self.actions.queue = {}
-- Now, execute the task with its arguments
action_obj.action(self, action_obj.args)
-- After all new actions has been added by task, add the previously
-- queued actions back
for i = 1, #backup_queue do
table.insert(self.actions.queue, backup_queue[i])
end
else
minetest.log("Executing action")
-- Store the action that is being executed
self.actions.state_before_lock.interrupted_action = action_obj
-- Store current position
self.actions.state_before_lock.pos = self.object:getpos()
-- Execute action as normal
result = action_obj.action(self, action_obj.args)
-- Remove task
table.remove(self.actions.queue, 1)
-- Set state
self.actions.current_action_state = npc.action_state.executing
end
return result
end
function npc.lock_actions(self)
-- Avoid re-locking if already locked
if self.actions.action_timer_lock == true then
return
end
local pos = self.object:getpos()
if self.freeze == false then
-- Round current pos to avoid the NPC being stopped on positions
-- where later on can't walk to the correct positions
-- Choose which position is to be taken as start position
if self.actions.state_before_lock.pos ~= {} then
pos = vector.round(self.actions.state_before_lock.pos)
else
pos = vector.round(self.object:getpos())
end
pos.y = self.object:getpos().y
end
-- Stop NPC
npc.actions.stand(self, {pos=pos})
-- Avoid all timer execution
self.actions.action_timer_lock = true
-- Reset timer so that it has some time after interaction is done
self.actions.action_timer = 0
-- Check if there are is an action executing
if self.actions.current_action_state == npc.action_state.executing
and self.freeze == false then
-- Store the current action state
self.actions.state_before_lock.action_state = self.actions.current_action_state
-- Set current action state to interrupted
self.actions.current_action_state = npc.action_state.interrupted
end
-- Store the current freeze variable
self.actions.state_before_lock.freeze = self.freeze
-- Freeze mobs_redo API
self.freeze = false
minetest.log("Locking")
end
function npc.unlock_actions(self)
-- Allow timers to execute
self.actions.action_timer_lock = false
-- Restore the value of self.freeze
self.freeze = self.actions.state_before_lock.freeze
if table.getn(self.actions.queue) == 0 then
-- Allow mobs_redo API to execute since action queue is empty
self.freeze = true
end
minetest.log("Unlocked")
end
---------------------------------------------------------------------------------------
-- Spawning functions
---------------------------------------------------------------------------------------
-- These functions are used at spawn time to determine several
-- random attributes for the NPC in case they are not already
-- defined. On a later phase, pre-defining many of the NPC values
-- will be allowed.
-- This function checks for "female" text on the texture name
local function is_female_texture(textures)
for i = 1, #textures do
if string.find(textures[i], "female") ~= nil then
return true
end
end
return false
end
-- Choose whether NPC can have relationships. Only 30% of NPCs cannot have relationships
local function can_have_relationships()
local chance = math.random(1,10)
return chance > 3
end
-- Choose a maximum of two items that the NPC will have at spawn time
-- These items are chosen from the favorite items list.
local function choose_spawn_items(self)
local number_of_items_to_add = math.random(1, 2)
local number_of_items = #npc.FAVORITE_ITEMS[self.sex].phase1
for i = 1, number_of_items_to_add do
npc.add_item_to_inventory(
self,
npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
math.random(1,5)
)
end
-- Add currency to the items spawned with. Will add 5-10 tier 3
-- currency items
local currency_item_count = math.random(5, 10)
npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3.string, currency_item_count)
-- For test
npc.add_item_to_inventory(self, "default:tree", 10)
npc.add_item_to_inventory(self, "default:cobble", 10)
npc.add_item_to_inventory(self, "default:diamond", 2)
npc.add_item_to_inventory(self, "default:mese_crystal", 2)
npc.add_item_to_inventory(self, "flowers:rose", 2)
npc.add_item_to_inventory(self, "advanced_npc:marriage_ring", 2)
npc.add_item_to_inventory(self, "flowers:geranium", 2)
npc.add_item_to_inventory(self, "mobs:meat", 2)
npc.add_item_to_inventory(self, "mobs:leather", 2)
npc.add_item_to_inventory(self, "default:sword_stone", 2)
npc.add_item_to_inventory(self, "default:shovel_stone", 2)
npc.add_item_to_inventory(self, "default:axe_stone", 2)
minetest.log("Initial inventory: "..dump(self.inventory))
end
-- -- Creates new single buy and sell offers for NPCs that
-- -- trade casually.
-- local function select_casual_trade_offers(self)
-- self.trader_data.buy_offers = {
-- [1] = npc.trade.get_casual_trade_offer(self, npc.trade.OFFER_BUY)
-- }
-- self.trader_data.sell_offers = {
-- [1] = npc.trade.get_casual_trade_offer(self, npc.trade.OFFER_SELL)
-- }
-- end
-- Spawn function. Initializes all variables that the
-- NPC will have and choose random, starting values
local function npc_spawn(self, pos)
minetest.log("Spawning new NPC:")
-- Get Lua Entity
local ent = self:get_luaentity()
-- Avoid NPC to be removed by mobs_redo API
ent.remove_ok = false
-- Set name
ent.nametag = "Kio"
-- Set ID
ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
-- Determine sex based on textures
if (is_female_texture(ent.base_texture)) then
ent.sex = npc.FEMALE
else
ent.sex = npc.MALE
end
-- Initialize all gift data
ent.gift_data = {
-- Choose favorite items. Choose phase1 per default
favorite_items = npc.relationships.select_random_favorite_items(ent.sex, "phase1"),
-- Choose disliked items. Choose phase1 per default
disliked_items = npc.relationships.select_random_disliked_items(ent.sex),
}
-- Flag that determines if NPC can have a relationship
ent.can_have_relationship = can_have_relationships()
-- Initialize relationships object
ent.relationships = {}
-- Determines if NPC is married or not
ent.is_married_to = nil
-- Initialize dialogues
ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
"phase1",
ent.gift_data.favorite_items,
ent.gift_data.disliked_items)
-- Declare NPC inventory
ent.inventory = initialize_inventory()
-- Choose items to spawn with
choose_spawn_items(ent)
-- Flags: generic booleans or functions that help drive functionality
ent.flags = {}
-- Declare trade data
ent.trader_data = {
-- Type of trader
trader_status = npc.trade.get_random_trade_status(),
-- Current buy offers
buy_offers = {},
-- Current sell offers
sell_offers = {},
-- Items to buy change timer
change_offers_timer = 0,
-- Items to buy change timer interval
change_offers_timer_interval = 60,
-- Trading list: a list of item names the trader is expected to trade in.
-- It is mostly related to its occupation.
-- If empty, the NPC will revert to casual trading
-- If not, it will try to sell those that it have, and buy the ones it not.
trade_list = {
sell = {},
buy = {},
both = {}
}
}
-- Initialize trading offers for NPC
--npc.trade.generate_trade_offers_by_status(ent)
-- if ent.trader_data.trader_status == npc.trade.CASUAL then
-- select_casual_trade_offers(ent)
-- end
-- Actions data
ent.actions = {
-- The queue is a queue of actions to be performed on each interval
queue = {},
-- Current value of the action timer
action_timer = 0,
-- Determines the interval for each action in the action queue
-- Default is 1. This can be changed via actions
action_interval = 1,
-- Avoid the execution of the action timer
action_timer_lock = false,
-- Defines the state of the current action
current_action_state = npc.action_state.none,
-- Store information about action on state before lock
state_before_lock = {
-- State of the mobs_redo API
freeze = false,
-- State of execution
action_state = npc.action_state.none,
-- Action executed while on lock
interrupted_action = {}
}
}
-- This flag is checked on every step. If it is true, the rest of
-- Mobs Redo API is not executed
ent.freeze = nil
-- This map will hold all the places for the NPC
-- Map entries should be like: "bed" = {x=1, y=1, z=1}
ent.places_map = {}
-- Temporary initialization of actions for testing
local nodes = npc.places.find_node_nearby(ent.object:getpos(), {"default:furnace"}, 20)
minetest.log("Found nodes: "..dump(nodes))
--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20)
--minetest.log("Path to node: "..dump(path))
--npc.add_action(ent, npc.actions.use_door, {self = ent, pos = nodes[1], action = npc.actions.door_action.OPEN})
--npc.add_action(ent, npc.actions.stand, {self = ent})
--npc.add_action(ent, npc.actions.stand, {self = ent})
if nodes[1] ~= nil then
npc.add_task(ent, npc.actions.walk_to_pos, {end_pos=nodes[1], walkable={}})
npc.actions.use_furnace(ent, nodes[1], "default:cobble 5", false)
--npc.add_action(ent, npc.actions.sit, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
-- npc.add_action(ent, npc.actions.lay, {self = ent})
--npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.GET_UP)
--npc.add_action(ent, npc.actions.set_interval, {self=ent, interval=10, freeze=true})
npc.add_action(ent, npc.actions.freeze, {freeze = false})
end
-- Dedicated trade test
ent.trader_data.trade_list.both = {
["default:tree"] = {},
["default:cobble"] = {},
["default:wood"] = {},
["default:diamond"] = {},
["default:mese_crystal"] = {},
["flowers:rose"] = {},
["advanced_npc:marriage_ring"] = {},
["flowers:geranium"] = {},
["mobs:meat"] = {},
["mobs:leather"] = {},
["default:sword_stone"] = {},
["default:shovel_stone"] = {},
["default:axe_stone"] = {}
}
npc.trade.generate_trade_offers_by_status(ent)
-- npc.add_action(ent, npc.action.stand, {self = ent})
-- npc.add_action(ent, npc.action.stand, {self = ent})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
-- npc.add_action(ent, npc.action.sit, {self = ent})
-- npc.add_action(ent, npc.action.rotate, {self = ent, dir = npc.direction.south})
-- npc.add_action(ent, npc.action.lay, {self = ent})
-- Temporary initialization of places
-- local bed_nodes = npc.places.find_new_nearby(ent, npc.places.nodes.BEDS, 8)
-- minetest.log("Number of bed nodes: "..dump(#bed_nodes))
-- if #bed_nodes > 0 then
-- npc.places.add_owned(ent, "bed1", npc.places.PLACE_TYPE.OWN_BED, bed_nodes[1])
-- end
minetest.log(dump(ent))
-- Refreshes entity
ent.object:set_properties(ent)
end
---------------------------------------------------------------------------------------
-- NPC Definition
---------------------------------------------------------------------------------------
mobs:register_mob("advanced_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 = {-0.20,-1.0,-0.20, 0.20,0.8,0.20},
--collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
visual = "mesh",
mesh = "character.b3d",
drawtype = "front",
textures = {
{"mobs_npc_male1.png"},
{"mobs_npc_female1.png"}, -- female by nuttmeg20
},
child_texture = {
{"mobs_npc_baby_male1.png"}, -- derpy baby by AmirDerAssassine
},
makes_footstep_sound = true,
sounds = {},
-- Added walk chance
walk_chance = 30,
-- Added stepheight
stepheight = 0.,
walk_velocity = 1,
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)
-- Rotate NPC toward its clicker
npc.dialogue.rotate_npc_to_player(self)
-- Get information from clicker
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
minetest.log(dump(self))
-- Receive gift or start chat. If player has no item in hand
-- then it is going to start chat directly
if self.can_have_relationship and item:to_table() ~= nil then
-- Get item name
local item = minetest.registered_items[item:get_name()]
local item_name = item.description
-- Show dialogue to confirm that player is giving item as gift
npc.dialogue.show_yes_no_dialogue(
self,
"Do you want to give "..item_name.." to "..self.nametag.."?",
npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX..item_name,
function()
npc.relationships.receive_gift(self, clicker)
end,
npc.dialogue.NEGATIVE_ANSWER_LABEL,
function()
npc.start_dialogue(self, clicker, true)
end,
name
)
else
npc.start_dialogue(self, clicker, true)
end
end,
do_custom = function(self, dtime)
-- Timer function for casual traders to reset their trade offers
self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
-- Check if time has come to change offers
if self.trader_data.trader_status == npc.trade.CASUAL and
self.trader_data.change_offers_timer >= self.trader_data.change_offers_timer_interval then
-- Reset timer
self.trader_data.change_offers_timer = 0
-- Re-select casual trade offers
npc.trade.generate_trade_offers_by_status(self)
end
-- Timer function for gifts
for i = 1, #self.relationships do
local relationship = self.relationships[i]
-- Gift timer check
if relationship.gift_timer_value < relationship.gift_interval then
relationship.gift_timer_value = relationship.gift_timer_value + dtime
elseif relationship.talk_timer_value < relationship.gift_interval then
-- Relationship talk timer - only allows players to increase relationship
-- by talking on the same intervals as gifts
relationship.talk_timer_value = relationship.talk_timer_value + dtime
else
-- Relationship decrease timer
if relationship.relationship_decrease_timer_value
< relationship.relationship_decrease_interval then
relationship.relationship_decrease_timer_value =
relationship.relationship_decrease_timer_value + dtime
else
-- Check if married to decrease half
if relationship.phase == "phase6" then
-- Avoid going below the marriage phase limit
if (relationship.points - 0.5) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
relationship.points = relationship.points - 0.5
end
else
relationship.points = relationship.points - 1
end
relationship.relationship_decrease_timer_value = 0
--minetest.log(dump(self))
end
end
end
-- Action queue timer
-- Check if actions and timers aren't locked
if self.actions.action_timer_lock == false then
-- Increment action timer
self.actions.action_timer = self.actions.action_timer + dtime
if self.actions.action_timer >= self.actions.action_interval then
-- Reset action timer
self.actions.action_timer = 0
-- Execute action
self.freeze = npc.execute_action(self)
-- Check if there are still remaining actions in the queue
if self.freeze == nil and table.getn(self.actions.queue) > 0 then
self.freeze = false
end
end
end
return self.freeze
end
})
-- Spawn
mobs:spawn({
name = "advanced_npc:npc",
nodes = {"mg_villages:plotmarker", "default:stone"},
min_light = 3,
active_object_count = 1,
interval = 5,
chance = 1,
--max_height = 0,
on_spawn = npc_spawn,
})
-------------------------------------------------------------------------
-- Item definitions
-------------------------------------------------------------------------
mobs:register_egg("advanced_npc:npc", S("NPC"), "default_brick.png", 1)
-- compatibility
mobs:alias_mob("mobs:npc", "advanced_npc:npc")
-- Marriage ring
minetest.register_craftitem("advanced_npc:marriage_ring", {
description = S("Marriage Ring"),
2016-12-16 03:33:57 +01:00
inventory_image = "marriage_ring.png",
})
-- Marriage ring craft recipe
minetest.register_craft({
output = "advanced_npc:marriage_ring",
recipe = { {"", "", ""},
{"", "default:diamond", ""},
{"", "default:gold_ingot", ""} },
})