Occupations: Refactor all occupation defs into separate Lua files.

Add WIP priest occupation.
Add WIP (very WIP) farmer occupation.
This commit is contained in:
Hector Franqui 2017-09-05 22:47:03 -04:00
parent 6c3988a731
commit 2a0b0aa538
4 changed files with 425 additions and 221 deletions

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----------------------------------------------------
-- Default occupation for Advanced NPC
-- By Zorman2000
----------------------------------------------------
-- The default "occupation" gives some schedule entries to the NPCs
-- which don't have any occupation. The rest is left as randomly
-- initialized.
local basic_def = {
-- Use random textures
textures = {},
-- Use random dialogues
dialogues = {},
-- Initialize inventory with random items
initial_inventory = {},
-- Initialize schedule
schedules_entries = {
-- Schedule entry for 7 in the morning
[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, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
walkable = {}
},
chance = 75
},
-- Allow mobs_redo wandering
[3] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
},
-- Schedule entry for 7 in the morning
[8] = {
-- Walk to outside of home
[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_OUTSIDE,
walkable = {}
},
chance = 75
},
-- Allow mobs_redo wandering
[2] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
},
-- Schedule entry for 12 midday
[12] = {
-- Walk to a sittable node
[1] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = {place_type=npc.places.PLACE_TYPE.SITTABLE.PRIMARY, use_access_node=true},
walkable = {"cottages:bench"}
},
chance = 75
},
-- Sit on the node
[2] = {task = npc.actions.cmd.USE_SITTABLE, args = {
pos = npc.places.PLACE_TYPE.SITTABLE.PRIMARY,
action = npc.actions.const.sittable.SIT
},
depends = {1}
},
-- Stay put into place
[3] = {action = npc.actions.cmd.SET_INTERVAL, args = {
freeze = true,
interval = 35
},
depends = {2}
},
[4] = {action = npc.actions.cmd.SET_INTERVAL, args = {
freeze = true,
interval = npc.actions.default_interval
},
depends = {3}
},
-- Get up from sit
[5] = {action = npc.actions.cmd.USE_SITTABLE, args = {
pos = npc.places.PLACE_TYPE.SITTABLE.PRIMARY,
action = npc.actions.const.sittable.GET_UP
},
depends = {4}
}
},
-- Schedule entry for 1 in the afternoon
[13] = {
-- Give NPC money to buy from player
[1] = {property = npc.schedule_properties.put_multiple_items, args = {
itemlist = {
{name="default:iron_lump", random=true, min=2, max=4}
}
},
chance = 75
},
-- Change trader status to "trader"
[2] = {property = npc.schedule_properties.trader_status, args = {
status = npc.trade.TRADER
},
chance = 75
},
[3] = {property = npc.schedule_properties.can_receive_gifts, args = {
can_receive_gifts = false
},
depends = {1}
},
-- Allow mobs_redo wandering
[4] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
},
-- Schedule entry for 6 in the evening
[18] = {
-- Change trader status to "none"
[1] = {property = npc.schedule_properties.trader_status, args = {
status = npc.trade.NONE
}
},
-- Enable gift receiving again
[2] = {property = npc.schedule_properties.can_receive_gifts, args = {
can_receive_gifts = true
}
},
-- Get inside home
[3] = {task = npc.actions.cmd.WALK_TO_POS, args = {
end_pos = npc.places.PLACE_TYPE.OTHER.HOME_INSIDE,
walkable = {}
}
},
-- Allow mobs_redo wandering
[4] = {action = npc.actions.cmd.FREEZE, args = {freeze = false}}
},
-- Schedule entry for 10 in the evening
[22] = {
[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}}
}
}
}
-- Register default occupation
npc.occupations.register_occupation(npc.occupations.basic_name, basic_def)

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----------------------------------------------------
-- Test farmer occupation for Advanced NPC
-- By Zorman2000
----------------------------------------------------
-- This farmer implementation is still WIP. It is supposed to spawn
-- on buildings that have plots or there are fields nearby. Also, it
-- work on its crops during the morning, and sell some of them on the
-- afternoon.
local farmer_def = {
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"
}
},
}
}
}
}
}
-- Register occupation
npc.occupations.register_occupation("test_farmer", farmer_def)

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----------------------------------------------------
-- Basic priest occupation for Advanced NPC (WIP)
-- By Zorman2000
----------------------------------------------------
-- The basic priest occupation is given to NPCs that spawn on houses
-- surrounding churchs. While on the church, the priest provides
-- universal wisdom and advice, and also heals the player a limited number of times.
-- DISCLAIMER: The "teachings" in this file come from a compilation of 15 principles shared
-- among religions around the world. Zorman2000 and other contributors are not
-- necessarily aligned with the principles and morals in these teachings, nor affiliated
-- to religions that promote them.
local priest_def = {
dialogues = {
type = "given",
data = {
{
text = "Blessings be upon you, my child!",
tags = {"unisex"}
},
{
text = "The temple will always open the doors to everyone.",
tags = {"unisex"}
},
{
text = "Following the teachings is the path to a good life.",
tags = {"unisex"}
},
{
text = "Thanks for coming to greet me, I hope you have a blessed day! ",
tags = {"unisex"}
},
{
text = "Welcome to the temple, how can I help you today?",
flag = {name="on_church", value=true},
tags = {"unisex"},
responses =
{
[1] = {
text = "I'm injured. Can you heal me?",
action_type = "function",
action = function(self, player)
local heal_count = self.flags["heal_count"]
if heal_count then
-- Increase heal count
self.flags["heal_count"] = self.flags["heal_count"] + 1
else
self.flags["heal_count"] = 1
heal_count = 1
end
-- Check if heal count is achieved
if heal_count > 5 then
npc.chat(self.npc_name, player:get_player_name(), "I cannot heal you anymore, "
.."my child.\nTo mortals like you and me, the power of the Creator is\n"
.." limited. Only though learning the teachings we are able to understand more"
.."...\nBe safe my child.")
else
npc.chat(self.npc_name, player:get_player_name(),
"Receive the blessings of the Creator!")
effect(self.object:getpos(), 20, "default_coral_skeleton.png", 0.1, 0.3, 3, 10)
-- Heal one heart
player:set_hp(player:get_hp() + 2)
end
end
},
[2] = {
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] = "Honor your Father and Mother. Knowing them is the key to knowing ourselves",
[3] = "Sincerity is the way to heaven,\nand to think how to be sincere is the way of the man",
[4] = "Generosity, charity and kindness will open an individual to an unbounded reservoir of riches",
[5] = "Even as the scent dwells within the flower, so God within thine own heart forever abides",
[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.",
[7] = "Peacemakers are blessed.\nPeace is the natural result of individuals and nations living in close kinship",
[8] = "You reap what you sow.\nEven if it is a mystery, we are all ruled by this inevitable law of nature",
[9] = "The blessings of life are deeper than what can be appreciated by the senses",
[10] = "Do no harm, as we are part of the whole, and shouldn't perceive others as foreign or separate from ownself",
[11] = "The most beautiful thing a man can do is to forgive wrong",
[12] = "Judge not, lest ye be judged. Mankind is nothing but a great family and we all spring from common source",
[13] = "Anger clouds the mind in the very moments that clarity and objectivity are needed most.",
[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",
[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"
}
npc.chat(self.npc_name, player:get_player_name(), teachings[math.random(1, #teachings)]
..". \nThese are the teachings of our Creator.")
end
}
}
}
}
},
textures = {
"npc_male_priest.png"
},
initial_inventory = {
{name="farming:bread", count=1}
},
properties = {
initial_trader_status = npc.trade.NONE,
enable_gift_items_hints = false
},
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}}
}
}
}
-- Register occupation
npc.occupations.register_occupation("basic_priest", priest_def)

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-- Occupations definitions
-- Register default occupation local path = minetest.get_modpath("advanced_npc")
npc.occupations.register_occupation(npc.occupations.basic_name, npc.occupations.basic_def)
-- Test priest -- This may be temporary for now.
npc.occupations.register_occupation("test_priest", { dofile(path.."/data/occupations/default.lua")
dialogues = { dofile(path.."/data/occupations/default_farmer.lua")
type = "given", dofile(path.."/data/occupations/default_priest.lua")
data = {
{
text = "How are you today my child?",
tags = {"male"}
},
{
text = "Welcome to the temple, how can I help you today?",
flag = {name="on_church", value=true},
tags = {"unisex"},
responses =
{
[1] = {
text = "I'm injured. Can you heal me?",
action_type = "function",
action = function(self, player)
local heal_count = self.flags["heal_count"]
if heal_count then
-- Increase heal count
self.flags["heal_count"] = self.flags["heal_count"] + 1
else
self.flags["heal_count"] = 1
heal_count = 1
end
-- Check if heal count is achieved
if heal_count > 5 then
npc.chat(self.npc_name, player:get_player_name(), "I cannot heal you anymore, "
.."my child. To mortals like you and me, the power of the Creator is "
.." limited. Only though learning the teachings we are able to understand more"
.."... Be safe my child.")
else
npc.chat(self.npc_name, player:get_player_name(),
"Receive the blessings of the Creator!")
effect(self.object:getpos(), 20, "default_coral_skeleton.png", 0.1, 0.3, 3, 10)
-- Heal one heart
player:set_hp(player:get_hp() + 2)
end
end
},
[2] = {
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"
}
},
}
}
}
}
})