Finished implementation of gifts per phases. Added relationship timer decrease. Added disliked items
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82b9d97d6f
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437
npc.lua
437
npc.lua
@ -9,90 +9,107 @@ npc = {}
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npc.FEMALE = "female"
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npc.MALE = "male"
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npc.ITEM_GIFT_EFFECT = 2.5
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npc.RELATIONSHIP_PHASE = {
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phase1 = {limit = 10},
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phase2 = {limit = 25},
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phase3 = {limit = 45},
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phase4 = {limit = 70},
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phase5 = {limit = 100}
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}
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npc.RELATIONSHIP_PHASE = {}
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-- Define phases
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npc.RELATIONSHIP_PHASE["phase1"] = {limit = 10}
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npc.RELATIONSHIP_PHASE["phase2"] = {limit = 25}
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npc.RELATIONSHIP_PHASE["phase3"] = {limit = 45}
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npc.RELATIONSHIP_PHASE["phase4"] = {limit = 70}
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npc.RELATIONSHIP_PHASE["phase5"] = {limit = 100}
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npc.FAVORITE_ITEMS = {
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female = {
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phase1 = {
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female = {},
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male = {}
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}
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-- Define items by phase
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-- Female
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npc.FAVORITE_ITEMS.female["phase1"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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},
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phase2 = {
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}
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npc.FAVORITE_ITEMS.female["phase2"] = {
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{item = "farming:cotton",
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response = "This is going to be very helpful, thank you!"},
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{item = "wool:wool",
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response = "Thanks, you didn't have to, but thanks..."}
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},
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phase3 = {
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}
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npc.FAVORITE_ITEMS.female["phase3"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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},
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phase4 = {
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}
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npc.FAVORITE_ITEMS.female["phase4"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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},
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phase5 = {
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}
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npc.FAVORITE_ITEMS.female["phase5"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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},
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phase6 = {
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}
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npc.FAVORITE_ITEMS.female["phase6"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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}
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}
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-- Male
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npc.FAVORITE_ITEMS.male["phase1"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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}
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npc.FAVORITE_ITEMS.male["phase2"] = {
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{item = "farming:cotton",
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response = "This is going to be very helpful, thank you!"},
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{item = "wool:wool",
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response = "Thanks, you didn't have to, but thanks..."}
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}
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npc.FAVORITE_ITEMS.male["phase3"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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}
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npc.FAVORITE_ITEMS.male["phase4"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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}
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npc.FAVORITE_ITEMS.male["phase5"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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}
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npc.FAVORITE_ITEMS.male["phase6"] = {
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{item = "default:apple",
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response = "You always know what I want to eat honey... thanks!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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}
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-- Disliked items
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npc.DISLIKED_ITEMS = {
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female = {
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{item = "default:stone",
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response = "Stone, oh... why do you give me this?"},
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{item = "default:cobble",
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response = "Cobblestone? No, no, why?"}
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},
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male = {
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phase1 = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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},
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phase2 = {
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{item = "farming:cotton",
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response = "This is going to be very helpful, thank you!"},
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{item = "wool:wool",
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response = "Thanks, you didn't have to, but thanks..."}
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},
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phase3 = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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},
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phase4 = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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},
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phase5 = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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},
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phase6 = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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}
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{item = "default:stone",
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response = "Bah! Stone? I don't need this thing!"},
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{item = "default:cobble",
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response = "Cobblestone!? Wow, you sure think a lot before giving a gift..."}
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}
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}
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@ -121,10 +138,51 @@ local function get_entity_wielded_item(entity)
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end
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-- Function to get relationship phase
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local function npc.get_relationship_phase(points)
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--if (points)
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function npc.get_relationship_phase(points)
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if points > npc.RELATIONSHIP_PHASE["phase5"].limit then
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return "phase6"
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elseif points > npc.RELATIONSHIP_PHASE["phase4"].limit then
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return "phase5"
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elseif points > npc.RELATIONSHIP_PHASE["phase3"].limit then
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return "phase4"
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elseif points > npc.RELATIONSHIP_PHASE["phase2"].limit then
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return "phase3"
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elseif points > npc.RELATIONSHIP_PHASE["phase1"].limit then
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return "phase2"
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else
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return "phase1"
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end
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end
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-- Returns the response message for a given item
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function npc.get_response_for_favorite_item(item_name, sex, phase)
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local items = npc.FAVORITE_ITEMS.female
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if sex == npc.MALE then
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items = npc.FAVORITE_ITEMS.male
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end
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for i = 1, #items[phase] do
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if items[phase][i].item == item_name then
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return items[phase][i].response
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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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-- Returns the response message for a disliked item
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function npc.get_response_for_disliked_item(item_name, sex)
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local items = npc.DISLIKED_ITEMS.female
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if sex == npc.MALE then
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items = npc.DISLIKED_ITEMS.male
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end
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for i = 1, #items do
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if items[i].item == item_name then
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return items[i].response
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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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-- Functions on right click
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---------------------------------------------------------------------------------------
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@ -148,17 +206,67 @@ end
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-- npc.ITEM_GIFT_EFFECT.
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-- Relationship functions
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---------------------------------------------------------------------------------------
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-- This function selects two random items from the npc.favorite_items table
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-- It checks for sex and phase for choosing the items
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local function select_random_favorite_items(sex, phase)
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local result = {}
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local items = {}
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-- Filter sex
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if sex == npc.FEMALE then
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items = npc.FAVORITE_ITEMS.female
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else
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items = npc.FAVORITE_ITEMS.male
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end
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-- Select the phase
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items = items[phase]
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result.fav1 = items[math.random(1, #items)].item
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result.fav2 = items[math.random(1, #items)].item
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return result
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end
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-- This function selects two random items from the npc.disliked_items table
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-- It checks for sex and phase for choosing the items
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local function select_random_disliked_items(sex)
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local result = {}
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local items = {}
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-- Filter sex
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if sex == npc.FEMALE then
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items = npc.DISLIKED_ITEMS.female
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else
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items = npc.DISLIKED_ITEMS.male
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end
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result.dis1 = items[math.random(1, #items)].item
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result.dis2 = items[math.random(1, #items)].item
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return result
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end
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-- Creates a relationship with a given player or NPC
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local function create_relationship(self, clicker_name)
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local count = #self.relationships
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self.relationships[count + 1] = {
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-- Player or NPC name with whom the relationship is with
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name = clicker_name,
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-- Relationship points
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points = 0,
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phase = npc.RELATIONSHIP_PHASE[phase1]
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-- Relationship phase, used for items and for phrases
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phase = "phase1",
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-- How frequent can the NPC receive a gift
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gift_interval = 1,
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-- Current timer count since last gift
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gift_timer_value = 0,
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-- The amount of time without providing gift or talking that will decrease relationship points
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relationship_decrease_interval = 5,
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-- Current timer count for relationship decrease
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relationship_decrease_timer_value = 0
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}
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end9
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end
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-- Returns a relationship points
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local function get_relationship_points(self, clicker_name)
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@ -175,9 +283,18 @@ local function update_relationship(self, clicker_name, modifier)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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self.relationships[i].points = self.relationships[i].points + modifier
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return
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local current_phase = self.relationships[i].phase
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self.relationships[i].phase = npc.get_relationship_phase(self.relationships[i].points)
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if current_phase ~= self.relationships[i].phase then
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self.gift_data.favorite_items =
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select_random_favorite_items(self.sex, self.relationships[i].phase)
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return true
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end
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return false
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end
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end
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-- Relationship not found, huge error
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return nil
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end
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-- Checks if a relationship with given player or NPC exists
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@ -190,65 +307,59 @@ local function check_relationship_exists(self, clicker_name)
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return false
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end
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-- Checks if NPC can receive gifts
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local function check_npc_can_receive_gift(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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return self.relationships[i].gift_timer_value >= self.relationships[i].gift_interval
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end
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end
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-- Not found
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return nil
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end
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-- Resets the gift timer
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local function reset_gift_timer(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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self.relationships[i].gift_timer_value = 0
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return
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end
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end
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end
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-- Gifts functions
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---------------------------------------------------------------------------------------
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-- This function selects two random items from the npc.favorite_items table
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-- It checks both for age and for sex for choosing the items
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local function select_random_favorite_items(sex)
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local result = {}
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local items = {}
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-- Filter sex
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if sex == npc.FEMALE then
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items = npc.FAVORITE_ITEMS.female
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else
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items = npc.FAVORITE_ITEMS.male
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end
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result.fav1 = items[math.random(1, #items)]
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result.fav2 = items[math.random(1, #items)]
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return result
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end
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-- Displays message and hearts depending on relationship level
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local function show_receive_gift_reaction(self, clicker_name)
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local function show_receive_gift_reaction(self, item_name, modifier, clicker_name, phase_change)
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local points = get_relationship_points(self, clicker_name)
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local chat_messages = {}
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if self.sex == npc.FEMALE then
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chat_messages = npc.GIFT_RESPONSES.female[1]
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minetest.log(dump(chat_messages))
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end
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local pos = self.object:getpos()
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local message_to_send = ""
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-- Positive relationship reactions
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if points >= 0 then
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if points < npc.RELATIONSHIP_PHASE1_LIMIT then
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message_to_send = chat_messages.phase1
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elseif points < npc.RELATIONSHIP_PHASE2_LIMIT then
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message_to_send = chat_messages.phase2
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elseif points < npc.RELATIONSHIP_PHASE3_LIMIT then
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message_to_send = chat_messages.phase3
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-- Positive modifier (favorite items) reactions
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if modifier >= 0 then
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local phase = npc.get_relationship_phase(points)
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if phase == "phase3" then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 2, "heart.png")
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elseif points < npc.RELATIONSHIP_PHASE4_LIMIT then
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message_to_send = chat_messages.phase4
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elseif phase == "phase4" then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png")
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elseif points < npc.RELATIONSHIP_PHASE5_LIMIT then
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message_to_send = chat_messages.phase5
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elseif phase == "phase5" then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 6, "heart.png")
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-- This will show when players are married
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elseif points > npc.RELATIONSHIP_PHASE5_LIMIT then
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message_to_send = chat_messages.phase6
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elseif phase == "phase6" then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png")
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end
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if phase_change then
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local number_code = phase:byte(phase:len()) - 1
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phase = "phase"..string.char(number_code)
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end
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-- Send message
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local message_to_send = npc.get_response_for_favorite_item(item_name, self.sex, phase)
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minetest.chat_send_player(clicker_name, message_to_send)
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-- Disliked items reactions
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elseif modifier < 0 then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "smoke.png")
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local message_to_send = npc.get_response_for_disliked_item(item_name, self.sex)
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minetest.chat_send_player(clicker_name, message_to_send)
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-- Relationship is in negative state
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elseif points < 0 then
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end
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end
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@ -263,39 +374,43 @@ local function receive_gift(self, clicker)
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-- Get clicker name
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local clicker_name = get_entity_name(clicker)
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-- If NPC received a gift, then reject any more gifts for now
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if self.gift_data.gift_timer_value < self.gift_data.gift_interval then
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minetest.chat_send_player(clicker_name, "Thanks, but I don't need anything for now")
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return false
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end
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-- Create relationship if it doesn't exists
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if check_relationship_exists(self, clicker_name) == false then
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create_relationship(self, clicker_name)
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end
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-- If NPC received a gift from this person, then reject any more gifts for now
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if check_npc_can_receive_gift(self, clicker_name) == false then
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minetest.chat_send_player(clicker_name, "Thanks, but I don't need anything for now")
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return false
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end
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-- If NPC is ready for marriage, do no accept anything else but the ring,
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-- and that with only a certain chance. The self.owner is to whom is married
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-- this NPC... he he.
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minetest.log(get_relationship_points(self, clicker_name))
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if get_relationship_points(self, clicker_name) >= npc.RELATIONSHIP_PHASE5_LIMIT
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if get_relationship_points(self, clicker_name) >= npc.RELATIONSHIP_PHASE["phase5"].limit
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and self.owner ~= clicker_name
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and item:get_name() ~= "advanced_npc:marriage_ring" then
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minetest.chat_send_player(clicker_name, "Thank you my love, but I think that you have given me")
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minetest.chat_send_player(clicker_name, "enough gifts for now. Maybe we should go a step further")
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self.gift_data.gift_timer_value = 0
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minetest.chat_send_player(clicker_name,
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"Thank you my love, but I think that you have given me")
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minetest.chat_send_player(clicker_name,
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"enough gifts for now. Maybe we should go a step further")
|
||||
-- Reset gift timer
|
||||
reset_gift_timer(self, clicker_name)
|
||||
return true
|
||||
elseif get_relationship_points(self, clicker_name) >= npc.RELATIONSHIP_PHASE5_LIMIT
|
||||
elseif get_relationship_points(self, clicker_name) >= npc.RELATIONSHIP_PHASE["phase5"].limit
|
||||
and item:get_name() == "advanced_npc:marriage_ring" then
|
||||
-- If the player/entity is offering a marriage ring, then NPC will accept with a 50%
|
||||
-- chance to marry the clicker
|
||||
local receive_chance = math.random(1, 10)
|
||||
-- Receive ring and get married
|
||||
if receive_chance < 6 then
|
||||
minetest.chat_send_player(clicker_name, "Oh, oh you make me so happy! Yes! I will marry you!")
|
||||
minetest.chat_send_player(clicker_name,
|
||||
"Oh, oh you make me so happy! Yes! I will marry you!")
|
||||
-- Get ring
|
||||
item:take_item()
|
||||
clicker:set_wielded_item(item)
|
||||
-- TODO: Implement marriage event
|
||||
-- Show marriage reaction
|
||||
local pos = self.object:getpos()
|
||||
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 20, "heart.png", 4)
|
||||
@ -303,14 +418,31 @@ local function receive_gift(self, clicker)
|
||||
update_relationship(self, clicker_name, 100)
|
||||
-- This sets the married state, for now. Hehe
|
||||
self.owner = clicker_name
|
||||
self.gift_data.gift_timer_value = 0
|
||||
return true
|
||||
-- Reject ring for now
|
||||
else
|
||||
minetest.chat_send_player(clicker_name, "Dear, I feel the same as you. But maybe not yet...")
|
||||
self.gift_data.gift_timer_value = 0
|
||||
minetest.chat_send_player(clicker_name,
|
||||
"Dear, I feel the same as you. But maybe not yet...")
|
||||
|
||||
end
|
||||
-- Reset gift timer
|
||||
reset_gift_timer(self, clicker_name)
|
||||
return true
|
||||
end
|
||||
-- Marriage gifts: except for disliked items, all product a 0.5 * npc.ITEM_GIFT_EFFECT
|
||||
-- Disliked items cause only a -1 point effect
|
||||
if get_relationship_points(self, clicker_name) >= npc.RELATIONSHIP_PHASE["phase5"].limit then
|
||||
local modifier = 0.5 * npc.ITEM_GIFT_EFFECT
|
||||
-- Check for disliked items
|
||||
if item:get_name() == self.gift_data.disliked_items.dis1
|
||||
or item:get_name() == self.gift_data.disliked_items.dis2 then
|
||||
modifier = -1
|
||||
end
|
||||
|
||||
update_relationship(self, clicker_name, modifier)
|
||||
show_receive_gift_reaction(self, item:get_name(), modifier, clicker_name, false)
|
||||
-- Reset gift timer
|
||||
reset_gift_timer(self, clicker_name)
|
||||
return true
|
||||
end
|
||||
|
||||
-- Modifies relationship depending on given item
|
||||
@ -324,6 +456,12 @@ local function receive_gift(self, clicker)
|
||||
elseif item:get_name() == self.gift_data.favorite_items.fav2 then
|
||||
modifier = npc.ITEM_GIFT_EFFECT
|
||||
show_reaction = true
|
||||
elseif item:get_name() == self.gift_data.disliked_items.dis1 then
|
||||
modifier = (-2) * npc.ITEM_GIFT_EFFECT
|
||||
show_reaction = true
|
||||
elseif item:get_name() == self.gift_data.disliked_items.dis2 then
|
||||
modifier = (-1) * npc.ITEM_GIFT_EFFECT
|
||||
show_reaction = true
|
||||
else
|
||||
-- If item is not a favorite or a dislike, then receive chance
|
||||
-- if 70%
|
||||
@ -343,16 +481,17 @@ local function receive_gift(self, clicker)
|
||||
clicker:set_wielded_item(item)
|
||||
end
|
||||
|
||||
-- Update relationship status
|
||||
local is_phase_changed = update_relationship(self, clicker_name, modifier)
|
||||
|
||||
-- Show NPC reaction to gift
|
||||
if show_reaction == true then
|
||||
show_receive_gift_reaction(self, clicker_name)
|
||||
show_receive_gift_reaction(self, item:get_name(), modifier, clicker_name, is_phase_changed)
|
||||
end
|
||||
|
||||
-- Update relationship status
|
||||
update_relationship(self, clicker_name, modifier)
|
||||
|
||||
minetest.log(dump(self))
|
||||
self.gift_data.gift_timer_value = 0
|
||||
-- Reset gift timer
|
||||
reset_gift_timer(self, clicker_name)
|
||||
return true
|
||||
end
|
||||
|
||||
@ -447,13 +586,33 @@ mobs:register_mob("advanced_npc:npc", {
|
||||
|
||||
end,
|
||||
do_custom = function(self, dtime)
|
||||
|
||||
-- Timer function for gifts
|
||||
if self.gift_data.gift_timer_value < self.gift_data.gift_interval then
|
||||
self.gift_data.gift_timer_value = self.gift_data.gift_timer_value + dtime
|
||||
minetest.log(dump(self.gift_data.gift_timer_value))
|
||||
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
|
||||
-- Relationship decrease timer
|
||||
else
|
||||
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.RELATIONSHIP_PHASE["phase5"] 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
|
||||
|
||||
end
|
||||
})
|
||||
|
||||
@ -481,12 +640,10 @@ local function npc_spawn(self, pos)
|
||||
|
||||
-- Initialize all gift data
|
||||
ent.gift_data = {
|
||||
-- Choose favorite items
|
||||
favorite_items = select_random_favorite_items(ent.sex),
|
||||
-- How frequent can the NPC receive a gift
|
||||
gift_interval = 10,
|
||||
-- Current timer count since last gift
|
||||
gift_timer_value = 0
|
||||
-- Choose favorite items. Choose phase1 per default
|
||||
favorite_items = select_random_favorite_items(ent.sex, "phase1"),
|
||||
-- Choose disliked items. Choose phase1 per default
|
||||
disliked_items = select_random_disliked_items(ent.sex),
|
||||
}
|
||||
|
||||
-- Initialize relationships object
|
||||
|
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Loading…
Reference in New Issue
Block a user