Occupations: Refactor all occupation defs into separate Lua files.
Add WIP priest occupation. Add WIP (very WIP) farmer occupation.
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73
data/occupations/default_farmer.lua
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73
data/occupations/default_farmer.lua
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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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