Occupations: Refactor all occupation defs into separate Lua files.
Add WIP priest occupation. Add WIP (very WIP) farmer occupation.
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data/occupations/default.lua
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150
data/occupations/default.lua
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----------------------------------------------------
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-- Default occupation for Advanced NPC
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-- By Zorman2000
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----------------------------------------------------
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-- The default "occupation" gives some schedule entries to the NPCs
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-- which don't have any occupation. The rest is left as randomly
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-- initialized.
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local basic_def = {
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-- Use random textures
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textures = {},
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-- Use random dialogues
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dialogues = {},
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-- Initialize inventory with random items
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initial_inventory = {},
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-- Initialize schedule
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schedules_entries = {
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-- Schedule entry for 7 in the morning
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[7] = {
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-- Get out of bed
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[1] = {task = npc.actions.cmd.USE_BED, args = {
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pos = npc.places.PLACE_TYPE.BED.PRIMARY,
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action = npc.actions.const.beds.GET_UP
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}
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},
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-- Walk to home inside
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[2] = {task = npc.actions.cmd.WALK_TO_POS, args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
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walkable = {}
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},
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chance = 75
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},
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-- Allow mobs_redo wandering
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[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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-- Schedule entry for 7 in the morning
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[8] = {
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-- Walk to outside of home
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[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE,
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walkable = {}
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},
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chance = 75
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},
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-- Allow mobs_redo wandering
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[2] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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-- Schedule entry for 12 midday
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[12] = {
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-- Walk to a sittable node
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[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
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end_pos = {place_type=npc.places.PLACE_TYPE.SITTABLE.PRIMARY, use_access_node=true},
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walkable = {"cottages:bench"}
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},
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chance = 75
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},
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-- Sit on the node
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[2] = {task = npc.actions.cmd.USE_SITTABLE, args = {
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pos = npc.places.PLACE_TYPE.SITTABLE.PRIMARY,
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action = npc.actions.const.sittable.SIT
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},
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depends = {1}
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},
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-- Stay put into place
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[3] = {action = npc.actions.cmd.SET_INTERVAL, args = {
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freeze = true,
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interval = 35
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},
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depends = {2}
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},
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[4] = {action = npc.actions.cmd.SET_INTERVAL, args = {
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freeze = true,
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interval = npc.actions.default_interval
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},
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depends = {3}
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},
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-- Get up from sit
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[5] = {action = npc.actions.cmd.USE_SITTABLE, args = {
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pos = npc.places.PLACE_TYPE.SITTABLE.PRIMARY,
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action = npc.actions.const.sittable.GET_UP
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},
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depends = {4}
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}
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},
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-- Schedule entry for 1 in the afternoon
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[13] = {
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-- Give NPC money to buy from player
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[1] = {property = npc.schedule_properties.put_multiple_items, args = {
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itemlist = {
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{name="default:iron_lump", random=true, min=2, max=4}
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}
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},
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chance = 75
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},
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-- Change trader status to "trader"
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[2] = {property = npc.schedule_properties.trader_status, args = {
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status = npc.trade.TRADER
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},
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chance = 75
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},
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[3] = {property = npc.schedule_properties.can_receive_gifts, args = {
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can_receive_gifts = false
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},
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depends = {1}
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},
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-- Allow mobs_redo wandering
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[4] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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-- Schedule entry for 6 in the evening
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[18] = {
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-- Change trader status to "none"
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[1] = {property = npc.schedule_properties.trader_status, args = {
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status = npc.trade.NONE
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}
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},
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-- Enable gift receiving again
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[2] = {property = npc.schedule_properties.can_receive_gifts, args = {
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can_receive_gifts = true
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}
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},
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-- Get inside home
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[3] = {task = npc.actions.cmd.WALK_TO_POS, args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
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walkable = {}
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}
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},
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-- Allow mobs_redo wandering
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[4] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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-- Schedule entry for 10 in the evening
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[22] = {
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[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
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end_pos = {place_type=npc.places.PLACE_TYPE.BED.PRIMARY, use_access_node=true},
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walkable = {}
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}
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},
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-- Use bed
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[2] = {task = npc.actions.cmd.USE_BED, args = {
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pos = npc.places.PLACE_TYPE.BED.PRIMARY,
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action = npc.actions.const.beds.LAY
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}
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},
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-- Stay put on bed
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[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
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}
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}
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}
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-- Register default occupation
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npc.occupations.register_occupation(npc.occupations.basic_name, basic_def)
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73
data/occupations/default_farmer.lua
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73
data/occupations/default_farmer.lua
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@ -0,0 +1,73 @@
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----------------------------------------------------
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-- Test farmer occupation for Advanced NPC
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-- By Zorman2000
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----------------------------------------------------
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-- This farmer implementation is still WIP. It is supposed to spawn
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-- on buildings that have plots or there are fields nearby. Also, it
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-- work on its crops during the morning, and sell some of them on the
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-- afternoon.
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local farmer_def = {
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dialogues = {},
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textures = {},
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initial_inventory = {},
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schedule_entries = {
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[7] = {
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[1] =
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{
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task = npc.actions.cmd.WALK_TO_POS,
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args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE,
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walkable = {}
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}
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},
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[2] =
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{
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check = true,
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range = 2,
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random_execution_times = true,
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min_count = 10,
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max_count = 12,
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nodes = {"farming:cotton_3"},
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actions =
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{
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-- Actions for grown cotton - harvest and replant
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["farming:cotton_3"] =
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{
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[1] =
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{
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action = npc.actions.cmd.WALK_STEP,
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},
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[2] =
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{
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action = npc.actions.cmd.DIG,
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},
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[3] =
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{
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action = npc.actions.cmd.PLACE,
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args =
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{
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node = "farming:cotton_1"
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}
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}
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}
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},
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none_actions =
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{
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-- Walk a single step in a random direction
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[1] = {
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action = npc.actions.cmd.WALK_STEP,
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args =
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{
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dir = "random"
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}
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},
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}
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}
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}
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}
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}
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-- Register occupation
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npc.occupations.register_occupation("test_farmer", farmer_def)
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197
data/occupations/default_priest.lua
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197
data/occupations/default_priest.lua
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@ -0,0 +1,197 @@
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----------------------------------------------------
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-- Basic priest occupation for Advanced NPC (WIP)
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-- By Zorman2000
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----------------------------------------------------
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-- The basic priest occupation is given to NPCs that spawn on houses
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-- surrounding churchs. While on the church, the priest provides
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-- universal wisdom and advice, and also heals the player a limited number of times.
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-- DISCLAIMER: The "teachings" in this file come from a compilation of 15 principles shared
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-- among religions around the world. Zorman2000 and other contributors are not
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-- necessarily aligned with the principles and morals in these teachings, nor affiliated
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-- to religions that promote them.
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local priest_def = {
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dialogues = {
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type = "given",
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data = {
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{
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text = "Blessings be upon you, my child!",
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tags = {"unisex"}
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},
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{
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text = "The temple will always open the doors to everyone.",
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tags = {"unisex"}
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},
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{
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text = "Following the teachings is the path to a good life.",
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tags = {"unisex"}
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},
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{
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text = "Thanks for coming to greet me, I hope you have a blessed day! ",
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tags = {"unisex"}
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},
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{
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text = "Welcome to the temple, how can I help you today?",
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flag = {name="on_church", value=true},
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tags = {"unisex"},
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responses =
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{
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[1] = {
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text = "I'm injured. Can you heal me?",
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action_type = "function",
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action = function(self, player)
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local heal_count = self.flags["heal_count"]
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if heal_count then
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-- Increase heal count
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self.flags["heal_count"] = self.flags["heal_count"] + 1
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else
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self.flags["heal_count"] = 1
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heal_count = 1
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end
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-- Check if heal count is achieved
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if heal_count > 5 then
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npc.chat(self.npc_name, player:get_player_name(), "I cannot heal you anymore, "
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.."my child.\nTo mortals like you and me, the power of the Creator is\n"
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.." limited. Only though learning the teachings we are able to understand more"
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.."...\nBe safe my child.")
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else
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npc.chat(self.npc_name, player:get_player_name(),
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"Receive the blessings of the Creator!")
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effect(self.object:getpos(), 20, "default_coral_skeleton.png", 0.1, 0.3, 3, 10)
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-- Heal one heart
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player:set_hp(player:get_hp() + 2)
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end
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end
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},
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[2] = {
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text = "What are your teachings?",
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action_type = "function",
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action = function(self, player)
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local teachings = {
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[1] = "Do unto others what you would have them do unto you",
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[2] = "Honor your Father and Mother. Knowing them is the key to knowing ourselves",
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[3] = "Sincerity is the way to heaven,\nand to think how to be sincere is the way of the man",
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[4] = "Generosity, charity and kindness will open an individual to an unbounded reservoir of riches",
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[5] = "Even as the scent dwells within the flower, so God within thine own heart forever abides",
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[6] = "Acts of faith, prayer and meditation provide us with the strength that allows love for our fellow man to become an abiding force. Love is unifying.",
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[7] = "Peacemakers are blessed.\nPeace is the natural result of individuals and nations living in close kinship",
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[8] = "You reap what you sow.\nEven if it is a mystery, we are all ruled by this inevitable law of nature",
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[9] = "The blessings of life are deeper than what can be appreciated by the senses",
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[10] = "Do no harm, as we are part of the whole, and shouldn't perceive others as foreign or separate from ownself",
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[11] = "The most beautiful thing a man can do is to forgive wrong",
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[12] = "Judge not, lest ye be judged. Mankind is nothing but a great family and we all spring from common source",
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[13] = "Anger clouds the mind in the very moments that clarity and objectivity are needed most.",
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[14] = "Nature, Being, The Absolute, Creator... whatever name man chooses, there is but one force in the universe. All people and things are of one essence",
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[15] = "Study the words, no doubt, but look behind them to the thought they indicate;\nhaving fond it, throw the words away. Live the spirit of them"
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}
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npc.chat(self.npc_name, player:get_player_name(), teachings[math.random(1, #teachings)]
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..". \nThese are the teachings of our Creator.")
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end
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}
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}
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}
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}
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},
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textures = {
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"npc_male_priest.png"
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},
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initial_inventory = {
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{name="farming:bread", count=1}
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},
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properties = {
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initial_trader_status = npc.trade.NONE,
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enable_gift_items_hints = false
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},
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building_types = {
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"hut", "house", "farm_tiny", "lumberjack"
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},
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surrounding_building_types = {
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"church"
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},
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schedules_entries = {
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[7] = {
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-- Get out of bed
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[1] = {
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task = npc.actions.cmd.USE_BED,
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args = {
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pos = npc.places.PLACE_TYPE.BED.PRIMARY,
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action = npc.actions.const.beds.GET_UP
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}
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},
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-- Walk to home inside
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[2] = {
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task = npc.actions.cmd.WALK_TO_POS,
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chance = 95,
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args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
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walkable = {}
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}
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},
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-- Allow mobs_redo wandering
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[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
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},
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[8] = {
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-- Walk to workplace
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[1] =
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{
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task = npc.actions.cmd.WALK_TO_POS,
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args = {
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end_pos = npc.places.PLACE_TYPE.WORKPLACE.PRIMARY,
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walkable = {},
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use_access_node = true
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}
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},
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[2] =
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{
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property = npc.schedule_properties.flag,
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args = {
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action = "set",
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flag_name = "on_church",
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flag_value = true
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}
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}
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},
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[17] = {
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[1] =
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{
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property = npc.schedule_properties.flag,
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args = {
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action = "set",
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flag_name = "on_church",
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flag_value = false
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}
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},
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[2] =
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{
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task = npc.actions.cmd.WALK_TO_POS,
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args = {
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end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
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walkable = {}
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}
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}
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},
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[21] = {
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[1] = {
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task = npc.actions.cmd.WALK_TO_POS,
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args = {
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end_pos = {place_type=npc.places.PLACE_TYPE.BED.PRIMARY, use_access_node=true},
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walkable = {}
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}
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},
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-- Use bed
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[2] = {
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task = npc.actions.cmd.USE_BED,
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args = {
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pos = npc.places.PLACE_TYPE.BED.PRIMARY,
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action = npc.actions.const.beds.LAY
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}
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},
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-- Stay put on bed
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[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
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}
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}
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}
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-- Register occupation
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npc.occupations.register_occupation("basic_priest", priest_def)
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@ -1,223 +1,7 @@
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-- Occupations definitions
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-- Register default occupation
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npc.occupations.register_occupation(npc.occupations.basic_name, npc.occupations.basic_def)
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local path = minetest.get_modpath("advanced_npc")
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-- Test priest
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npc.occupations.register_occupation("test_priest", {
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dialogues = {
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type = "given",
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data = {
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{
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text = "How are you today my child?",
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tags = {"male"}
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},
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{
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text = "Welcome to the temple, how can I help you today?",
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flag = {name="on_church", value=true},
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tags = {"unisex"},
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responses =
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{
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[1] = {
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text = "I'm injured. Can you heal me?",
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action_type = "function",
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action = function(self, player)
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local heal_count = self.flags["heal_count"]
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if heal_count then
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-- Increase heal count
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self.flags["heal_count"] = self.flags["heal_count"] + 1
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else
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self.flags["heal_count"] = 1
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heal_count = 1
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end
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-- Check if heal count is achieved
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if heal_count > 5 then
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npc.chat(self.npc_name, player:get_player_name(), "I cannot heal you anymore, "
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.."my child. To mortals like you and me, the power of the Creator is "
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.." limited. Only though learning the teachings we are able to understand more"
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.."... Be safe my child.")
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else
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npc.chat(self.npc_name, player:get_player_name(),
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"Receive the blessings of the Creator!")
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effect(self.object:getpos(), 20, "default_coral_skeleton.png", 0.1, 0.3, 3, 10)
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-- Heal one heart
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player:set_hp(player:get_hp() + 2)
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end
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end
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},
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[2] = {
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text = "What are your teachings?",
|
||||
action_type = "function",
|
||||
action = function(self, player)
|
||||
local teachings = {
|
||||
[1] = "Do unto others what you would have them do unto you.",
|
||||
[2] = "Sincerity is the way to heaven, and to think how to be sincere is the way of the man",
|
||||
[3] = "Even as the scent dwells within the flower, so God within thine own heart forever abides"
|
||||
}
|
||||
npc.chat(self.npc_name, player:get_player_name(), teachings[math.random(1, #teachings)]
|
||||
..". These are the teachings of our Creator.")
|
||||
end
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
textures = {
|
||||
"npc_male_priest.png"
|
||||
},
|
||||
initial_inventory = {
|
||||
{name="farming:bread", count=1}
|
||||
},
|
||||
initial_trader_status = npc.trade.NONE,
|
||||
building_types = {
|
||||
"hut", "house", "farm_tiny", "lumberjack"
|
||||
},
|
||||
surrounding_building_types = {
|
||||
"church"
|
||||
},
|
||||
schedules_entries = {
|
||||
[7] = {
|
||||
-- Get out of bed
|
||||
[1] = {
|
||||
task = npc.actions.cmd.USE_BED,
|
||||
args = {
|
||||
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
|
||||
action = npc.actions.const.beds.GET_UP
|
||||
}
|
||||
},
|
||||
-- Walk to home inside
|
||||
[2] = {
|
||||
task = npc.actions.cmd.WALK_TO_POS,
|
||||
chance = 95,
|
||||
args = {
|
||||
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
|
||||
walkable = {}
|
||||
}
|
||||
},
|
||||
-- Allow mobs_redo wandering
|
||||
[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
|
||||
},
|
||||
[8] = {
|
||||
-- Walk to workplace
|
||||
[1] =
|
||||
{
|
||||
task = npc.actions.cmd.WALK_TO_POS,
|
||||
args = {
|
||||
end_pos = npc.places.PLACE_TYPE.WORKPLACE.PRIMARY,
|
||||
walkable = {},
|
||||
use_access_node = true
|
||||
}
|
||||
},
|
||||
[2] =
|
||||
{
|
||||
property = npc.schedule_properties.flag,
|
||||
args = {
|
||||
action = "set",
|
||||
flag_name = "on_church",
|
||||
flag_value = true
|
||||
}
|
||||
}
|
||||
},
|
||||
[17] = {
|
||||
[1] =
|
||||
{
|
||||
property = npc.schedule_properties.flag,
|
||||
args = {
|
||||
action = "set",
|
||||
flag_name = "on_church",
|
||||
flag_value = false
|
||||
}
|
||||
},
|
||||
[2] =
|
||||
{
|
||||
task = npc.actions.cmd.WALK_TO_POS,
|
||||
args = {
|
||||
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
|
||||
walkable = {}
|
||||
}
|
||||
}
|
||||
},
|
||||
[21] = {
|
||||
[1] = {
|
||||
task = npc.actions.cmd.WALK_TO_POS,
|
||||
args = {
|
||||
end_pos = {place_type=npc.places.PLACE_TYPE.BED.PRIMARY, use_access_node=true},
|
||||
walkable = {}
|
||||
}
|
||||
},
|
||||
-- Use bed
|
||||
[2] = {
|
||||
task = npc.actions.cmd.USE_BED,
|
||||
args = {
|
||||
pos = npc.places.PLACE_TYPE.BED.PRIMARY,
|
||||
action = npc.actions.const.beds.LAY
|
||||
}
|
||||
},
|
||||
-- Stay put on bed
|
||||
[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = true}}
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
-- Test farmer
|
||||
npc.occupations.register_occupation("test_farmer", {
|
||||
dialogues = {},
|
||||
textures = {},
|
||||
initial_inventory = {},
|
||||
schedule_entries = {
|
||||
[7] = {
|
||||
[1] =
|
||||
{
|
||||
task = npc.actions.cmd.WALK_TO_POS,
|
||||
args = {
|
||||
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE,
|
||||
walkable = {}
|
||||
}
|
||||
},
|
||||
[2] =
|
||||
{
|
||||
check = true,
|
||||
range = 2,
|
||||
random_execution_times = true,
|
||||
min_count = 10,
|
||||
max_count = 12,
|
||||
nodes = {"farming:cotton_3"},
|
||||
actions =
|
||||
{
|
||||
-- Actions for grown cotton - harvest and replant
|
||||
["farming:cotton_3"] =
|
||||
{
|
||||
[1] =
|
||||
{
|
||||
action = npc.actions.cmd.WALK_STEP,
|
||||
},
|
||||
[2] =
|
||||
{
|
||||
action = npc.actions.cmd.DIG,
|
||||
},
|
||||
[3] =
|
||||
{
|
||||
action = npc.actions.cmd.PLACE,
|
||||
args =
|
||||
{
|
||||
node = "farming:cotton_1"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
none_actions =
|
||||
{
|
||||
-- Walk a single step in a random direction
|
||||
[1] = {
|
||||
action = npc.actions.cmd.WALK_STEP,
|
||||
args =
|
||||
{
|
||||
dir = "random"
|
||||
}
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
-- This may be temporary for now.
|
||||
dofile(path.."/data/occupations/default.lua")
|
||||
dofile(path.."/data/occupations/default_farmer.lua")
|
||||
dofile(path.."/data/occupations/default_priest.lua")
|
Loading…
Reference in New Issue
Block a user