Spawner: Fixed spawning. (WIP)
This commit is contained in:
parent
d18d1ce897
commit
509bf571b1
2
init.lua
2
init.lua
@ -25,6 +25,7 @@ mobs.intllib = S
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-- NPC
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dofile(path .. "/npc.lua")
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dofile(path .. "/spawner.lua")
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dofile(path .. "/relationships.lua")
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dofile(path .. "/dialogue.lua")
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dofile(path .. "/trade/trade.lua")
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@ -34,6 +35,5 @@ dofile(path .. "/actions/places.lua")
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dofile(path .. "/actions/pathfinder.lua")
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dofile(path .. "/actions/node_registry.lua")
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dofile(path .. "/random_data.lua")
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dofile(path .. "/spawner.lua")
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print (S("[Mod] Advanced NPC loaded"))
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331
npc.lua
331
npc.lua
@ -53,6 +53,297 @@ function npc.get_entity_wielded_item(entity)
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end
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end
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---------------------------------------------------------------------------------------
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-- Spawning functions
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---------------------------------------------------------------------------------------
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-- These functions are used at spawn time to determine several
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-- random attributes for the NPC in case they are not already
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-- defined. On a later phase, pre-defining many of the NPC values
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-- will be allowed.
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local function initialize_inventory()
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return {
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[1] = "", [2] = "", [3] = "", [4] = "",
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[5] = "", [6] = "", [7] = "", [8] = "",
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[9] = "", [10] = "", [11] = "", [12] = "",
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[13] = "", [14] = "", [15] = "", [16] = "",
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}
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end
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-- This function checks for "female" text on the texture name
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local function is_female_texture(textures)
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for i = 1, #textures do
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if string.find(textures[i], "female") ~= nil then
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return true
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end
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end
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return false
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end
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-- Choose whether NPC can have relationships. Only 30% of NPCs cannot have relationships
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local function can_have_relationships()
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local chance = math.random(1,10)
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return chance > 3
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end
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-- Choose a maximum of two items that the NPC will have at spawn time
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-- These items are chosen from the favorite items list.
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local function choose_spawn_items(self)
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local number_of_items_to_add = math.random(1, 2)
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local number_of_items = #npc.FAVORITE_ITEMS[self.sex].phase1
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for i = 1, number_of_items_to_add do
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npc.add_item_to_inventory(
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self,
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npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
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math.random(1,5)
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)
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end
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-- Add currency to the items spawned with. Will add 5-10 tier 3
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-- currency items
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local currency_item_count = math.random(5, 10)
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npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3.string, currency_item_count)
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-- For test
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npc.add_item_to_inventory(self, "default:tree", 10)
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npc.add_item_to_inventory(self, "default:cobble", 10)
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npc.add_item_to_inventory(self, "default:diamond", 2)
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npc.add_item_to_inventory(self, "default:mese_crystal", 2)
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npc.add_item_to_inventory(self, "flowers:rose", 2)
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npc.add_item_to_inventory(self, "advanced_npc:marriage_ring", 2)
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npc.add_item_to_inventory(self, "flowers:geranium", 2)
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npc.add_item_to_inventory(self, "mobs:meat", 2)
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npc.add_item_to_inventory(self, "mobs:leather", 2)
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npc.add_item_to_inventory(self, "default:sword_stone", 2)
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npc.add_item_to_inventory(self, "default:shovel_stone", 2)
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npc.add_item_to_inventory(self, "default:axe_stone", 2)
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--minetest.log("Initial inventory: "..dump(self.inventory))
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end
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-- Spawn function. Initializes all variables that the
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-- NPC will have and choose random, starting values
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function npc.initialize(entity, pos)
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minetest.log("Spawning new NPC at pos: "..dump(pos))
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-- Get variable
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local ent = entity:get_luaentity()
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ent.initialized = true
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-- Avoid NPC to be removed by mobs_redo API
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ent.remove_ok = false
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-- Set name
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ent.nametag = "Kio"
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-- Set ID
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ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
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-- Determine sex based on textures
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if (is_female_texture(ent.base_texture)) then
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ent.sex = npc.FEMALE
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else
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ent.sex = npc.MALE
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end
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-- Initialize all gift data
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ent.gift_data = {
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-- Choose favorite items. Choose phase1 per default
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favorite_items = npc.relationships.select_random_favorite_items(ent.sex, "phase1"),
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-- Choose disliked items. Choose phase1 per default
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disliked_items = npc.relationships.select_random_disliked_items(ent.sex),
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}
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-- Flag that determines if NPC can have a relationship
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ent.can_have_relationship = can_have_relationships()
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-- Initialize relationships object
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ent.relationships = {}
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-- Determines if NPC is married or not
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ent.is_married_to = nil
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-- Initialize dialogues
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ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
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"phase1",
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ent.gift_data.favorite_items,
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ent.gift_data.disliked_items)
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-- Declare NPC inventory
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ent.inventory = initialize_inventory()
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-- Choose items to spawn with
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choose_spawn_items(ent)
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-- Flags: generic booleans or functions that help drive functionality
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ent.flags = {}
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-- Declare trade data
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ent.trader_data = {
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-- Type of trader
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trader_status = npc.trade.get_random_trade_status(),
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-- Current buy offers
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buy_offers = {},
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-- Current sell offers
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sell_offers = {},
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-- Items to buy change timer
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change_offers_timer = 0,
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-- Items to buy change timer interval
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change_offers_timer_interval = 60,
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-- Trading list: a list of item names the trader is expected to trade in.
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-- It is mostly related to its occupation.
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-- If empty, the NPC will revert to casual trading
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-- If not, it will try to sell those that it have, and buy the ones it not.
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trade_list = {
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sell = {},
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buy = {},
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both = {}
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},
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-- Custom trade allows to specify more than one payment
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-- and a custom prompt (instead of the usual buy or sell prompts)
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custom_trades = {}
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}
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-- Initialize trading offers for NPC
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--npc.trade.generate_trade_offers_by_status(ent)
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-- if ent.trader_data.trader_status == npc.trade.CASUAL then
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-- select_casual_trade_offers(ent)
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-- end
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-- Actions data
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ent.actions = {
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-- The queue is a queue of actions to be performed on each interval
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queue = {},
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-- Current value of the action timer
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action_timer = 0,
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-- Determines the interval for each action in the action queue
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-- Default is 1. This can be changed via actions
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action_interval = 1,
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-- Avoid the execution of the action timer
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action_timer_lock = false,
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-- Defines the state of the current action
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current_action_state = npc.action_state.none,
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-- Store information about action on state before lock
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state_before_lock = {
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-- State of the mobs_redo API
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freeze = false,
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-- State of execution
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action_state = npc.action_state.none,
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-- Action executed while on lock
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interrupted_action = {}
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}
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}
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-- This flag is checked on every step. If it is true, the rest of
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-- Mobs Redo API is not executed
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ent.freeze = nil
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-- This map will hold all the places for the NPC
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-- Map entries should be like: "bed" = {x=1, y=1, z=1}
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ent.places_map = {}
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-- Schedule data
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ent.schedules = {
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-- Flag to enable or disable the schedules functionality
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enabled = true,
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-- Lock for when executing a schedule
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lock = false,
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-- An array of schedules, meant to be one per day at some point
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-- when calendars are implemented. Allows for only 7 schedules,
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-- one for each day of the week
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generic = {},
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-- An array of schedules, meant to be for specific dates in the
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-- year. Can contain as many as possible. The keys will be strings
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-- in the format MM:DD
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date_based = {}
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}
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-- Temporary initialization of actions for testing
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local nodes = npc.places.find_node_nearby(ent.object:getpos(), {"cottages:bench"}, 20)
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--minetest.log("Found nodes: "..dump(nodes))
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--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20)
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--minetest.log("Path to node: "..dump(path))
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--npc.add_action(ent, npc.actions.use_door, {self = ent, pos = nodes[1], action = npc.actions.door_action.OPEN})
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--npc.add_action(ent, npc.actions.stand, {self = ent})
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--npc.add_action(ent, npc.actions.stand, {self = ent})
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-- if nodes[1] ~= nil then
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-- npc.add_task(ent, npc.actions.walk_to_pos, {end_pos=nodes[1], walkable={}})
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-- npc.actions.use_furnace(ent, nodes[1], "default:cobble 5", false)
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-- --npc.add_action(ent, npc.actions.sit, {self = ent})
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-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
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-- --npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.GET_UP)
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-- --npc.add_action(ent, npc.actions.set_interval, {self=ent, interval=10, freeze=true})
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-- npc.add_action(ent, npc.actions.freeze, {freeze = false})
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-- end
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-- Dedicated trade test
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ent.trader_data.trade_list.both = {
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["default:tree"] = {},
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["default:cobble"] = {},
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["default:wood"] = {},
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["default:diamond"] = {},
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["default:mese_crystal"] = {},
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["flowers:rose"] = {},
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["advanced_npc:marriage_ring"] = {},
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["flowers:geranium"] = {},
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["mobs:meat"] = {},
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["mobs:leather"] = {},
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["default:sword_stone"] = {},
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["default:shovel_stone"] = {},
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["default:axe_stone"] = {}
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}
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npc.trade.generate_trade_offers_by_status(ent)
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-- Add a custom trade offer
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local offer1 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your steel sword?", "Fix steel sword", "Fix steel sword", "default:sword_steel", {"default:sword_steel", "default:iron_lump 5"})
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table.insert(ent.trader_data.custom_trades, offer1)
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local offer2 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your mese sword?", "Fix mese sword", "Fix mese sword", "default:sword_mese", {"default:sword_mese", "default:copper_lump 10"})
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table.insert(ent.trader_data.custom_trades, offer2)
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-- Add a simple schedule for testing
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npc.create_schedule(ent, npc.schedule_types.generic, 0)
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-- Add schedule entries
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local morning_actions = {
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[1] = {task = npc.actions.walk_to_pos, args = {end_pos=nodes[1], walkable={}} } ,
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[2] = {task = npc.actions.use_sittable, args = {pos=nodes[1], action=npc.actions.const.sittable.SIT} },
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[3] = {action = npc.actions.freeze, args = {freeze = true}}
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}
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npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions)
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local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
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npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions)
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-- local night_actions = {action: npc.action, args: {}}
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-- npc.add_schedule_entry(self, npc.schedule_type.generic, 0, 19, check, actions)
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-- npc.add_action(ent, npc.action.stand, {self = ent})
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-- npc.add_action(ent, npc.action.stand, {self = ent})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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-- npc.add_action(ent, npc.action.sit, {self = ent})
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-- npc.add_action(ent, npc.action.rotate, {self = ent, dir = npc.direction.south})
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-- npc.add_action(ent, npc.action.lay, {self = ent})
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-- Temporary initialization of places
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-- local bed_nodes = npc.places.find_new_nearby(ent, npc.places.nodes.BEDS, 8)
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-- minetest.log("Number of bed nodes: "..dump(#bed_nodes))
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-- if #bed_nodes > 0 then
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-- npc.places.add_owned(ent, "bed1", npc.places.PLACE_TYPE.OWN_BED, bed_nodes[1])
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-- end
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--minetest.log(dump(ent))
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minetest.log("Successfully spawned NPC with name "..dump(ent.nametag))
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-- Refreshes entity
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ent.object:set_properties(ent)
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end
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---------------------------------------------------------------------------------------
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-- Inventory functions
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---------------------------------------------------------------------------------------
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@ -555,8 +846,14 @@ mobs:register_mob("advanced_npc:npc", {
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end,
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do_custom = function(self, dtime)
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if self.trader_data ~= nil then
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if self.initialized == nil then
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-- Initialize NPC if spawned using the spawn egg built in from
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-- mobs_redo. This functionality will be removed in the future in
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-- favor of a better manual spawning method with customization
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minetest.log("[advanced_npc] WARNING: Initializing NPC from entity step. This message should only be appearing if an NPC is being spawned from inventory with egg!")
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npc.initialize(self, self.object:getpos())
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else
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-- NPC is initialized, check other variables
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-- Timer function for casual traders to reset their trade offers
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self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
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-- Check if time has come to change offers
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@ -567,9 +864,7 @@ mobs:register_mob("advanced_npc:npc", {
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-- Re-select casual trade offers
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npc.trade.generate_trade_offers_by_status(self)
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end
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end
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if self.relationships ~= nil then
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-- Timer function for gifts
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for i = 1, #self.relationships do
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local relationship = self.relationships[i]
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@ -602,11 +897,9 @@ mobs:register_mob("advanced_npc:npc", {
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end
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end
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end
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end
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-- Action queue timer
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-- Check if actions and timers aren't locked
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if self.actions ~= nil then
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-- Action queue timer
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-- Check if actions and timers aren't locked
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if self.actions.action_timer_lock == false then
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-- Increment action timer
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self.actions.action_timer = self.actions.action_timer + dtime
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@ -621,11 +914,9 @@ mobs:register_mob("advanced_npc:npc", {
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end
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end
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end
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end
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-- Schedule timer
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-- Check if schedules are enabled
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if self.schedules ~= nil then
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-- Schedule timer
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-- Check if schedules are enabled
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if self.schedules.enabled == true then
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-- Get time of day
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local time = get_time_in_hours()
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@ -672,22 +963,22 @@ mobs:register_mob("advanced_npc:npc", {
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end
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end
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end
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return self.freeze
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end
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return self.freeze
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end
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})
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-- Spawn
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-- mobs:spawn({
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-- name = "advanced_npc:npc",
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-- nodes = {"mg_villages:plotmarker"},
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-- min_light = 3,
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-- active_object_count = 1,
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-- name = "advanced_npc:npc",
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-- nodes = {"advanced_npc:plotmarker_auto_spawner", "mg_villages:plotmarker"},
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-- min_light = 3,
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-- active_object_count = 1,
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-- interval = 5,
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-- chance = 1,
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-- --max_height = 0,
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-- on_spawn = npc_spawn,
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-- --max_height = 0,
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-- on_spawn = npc.initialize
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-- })
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-------------------------------------------------------------------------
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324
spawner.lua
324
spawner.lua
@ -53,299 +53,8 @@ npc.spawner.mg_villages_supported_building_types = {
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}
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npc.spawner.replace_activated = true
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npc.spawner.spawn_delay = 5
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-- npc.spawner.max_replace_count = 1
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-- spawner.replace_count = 0
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---------------------------------------------------------------------------------------
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-- Spawning functions
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---------------------------------------------------------------------------------------
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-- These functions are used at spawn time to determine several
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-- random attributes for the NPC in case they are not already
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-- defined. On a later phase, pre-defining many of the NPC values
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-- will be allowed.
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local function initialize_inventory()
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return {
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[1] = "", [2] = "", [3] = "", [4] = "",
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[5] = "", [6] = "", [7] = "", [8] = "",
|
||||
[9] = "", [10] = "", [11] = "", [12] = "",
|
||||
[13] = "", [14] = "", [15] = "", [16] = "",
|
||||
}
|
||||
end
|
||||
|
||||
-- This function checks for "female" text on the texture name
|
||||
local function is_female_texture(textures)
|
||||
for i = 1, #textures do
|
||||
if string.find(textures[i], "female") ~= nil then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Choose whether NPC can have relationships. Only 30% of NPCs cannot have relationships
|
||||
local function can_have_relationships()
|
||||
local chance = math.random(1,10)
|
||||
return chance > 3
|
||||
end
|
||||
|
||||
-- Choose a maximum of two items that the NPC will have at spawn time
|
||||
-- These items are chosen from the favorite items list.
|
||||
local function choose_spawn_items(self)
|
||||
local number_of_items_to_add = math.random(1, 2)
|
||||
local number_of_items = #npc.FAVORITE_ITEMS[self.sex].phase1
|
||||
|
||||
for i = 1, number_of_items_to_add do
|
||||
npc.add_item_to_inventory(
|
||||
self,
|
||||
npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
|
||||
math.random(1,5)
|
||||
)
|
||||
end
|
||||
-- Add currency to the items spawned with. Will add 5-10 tier 3
|
||||
-- currency items
|
||||
local currency_item_count = math.random(5, 10)
|
||||
npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3.string, currency_item_count)
|
||||
|
||||
-- For test
|
||||
npc.add_item_to_inventory(self, "default:tree", 10)
|
||||
npc.add_item_to_inventory(self, "default:cobble", 10)
|
||||
npc.add_item_to_inventory(self, "default:diamond", 2)
|
||||
npc.add_item_to_inventory(self, "default:mese_crystal", 2)
|
||||
npc.add_item_to_inventory(self, "flowers:rose", 2)
|
||||
npc.add_item_to_inventory(self, "advanced_npc:marriage_ring", 2)
|
||||
npc.add_item_to_inventory(self, "flowers:geranium", 2)
|
||||
npc.add_item_to_inventory(self, "mobs:meat", 2)
|
||||
npc.add_item_to_inventory(self, "mobs:leather", 2)
|
||||
npc.add_item_to_inventory(self, "default:sword_stone", 2)
|
||||
npc.add_item_to_inventory(self, "default:shovel_stone", 2)
|
||||
npc.add_item_to_inventory(self, "default:axe_stone", 2)
|
||||
|
||||
--minetest.log("Initial inventory: "..dump(self.inventory))
|
||||
end
|
||||
|
||||
-- Spawn function. Initializes all variables that the
|
||||
-- NPC will have and choose random, starting values
|
||||
local function spawn(entity, pos)
|
||||
minetest.log("Spawning new NPC at pos: "..dump(pos))
|
||||
|
||||
-- Get Lua Entity
|
||||
local ent = entity:get_luaentity()
|
||||
|
||||
-- Avoid NPC to be removed by mobs_redo API
|
||||
ent.remove_ok = false
|
||||
|
||||
-- Set name
|
||||
ent.nametag = "Kio"
|
||||
|
||||
-- Set ID
|
||||
ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.nametag
|
||||
|
||||
-- Determine sex based on textures
|
||||
if (is_female_texture(ent.base_texture)) then
|
||||
ent.sex = npc.FEMALE
|
||||
else
|
||||
ent.sex = npc.MALE
|
||||
end
|
||||
|
||||
-- Initialize all gift data
|
||||
ent.gift_data = {
|
||||
-- Choose favorite items. Choose phase1 per default
|
||||
favorite_items = npc.relationships.select_random_favorite_items(ent.sex, "phase1"),
|
||||
-- Choose disliked items. Choose phase1 per default
|
||||
disliked_items = npc.relationships.select_random_disliked_items(ent.sex),
|
||||
}
|
||||
|
||||
-- Flag that determines if NPC can have a relationship
|
||||
ent.can_have_relationship = can_have_relationships()
|
||||
|
||||
-- Initialize relationships object
|
||||
ent.relationships = {}
|
||||
|
||||
-- Determines if NPC is married or not
|
||||
ent.is_married_to = nil
|
||||
|
||||
-- Initialize dialogues
|
||||
ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
|
||||
"phase1",
|
||||
ent.gift_data.favorite_items,
|
||||
ent.gift_data.disliked_items)
|
||||
|
||||
-- Declare NPC inventory
|
||||
ent.inventory = initialize_inventory()
|
||||
|
||||
-- Choose items to spawn with
|
||||
choose_spawn_items(ent)
|
||||
|
||||
-- Flags: generic booleans or functions that help drive functionality
|
||||
ent.flags = {}
|
||||
|
||||
-- Declare trade data
|
||||
ent.trader_data = {
|
||||
-- Type of trader
|
||||
trader_status = npc.trade.get_random_trade_status(),
|
||||
-- Current buy offers
|
||||
buy_offers = {},
|
||||
-- Current sell offers
|
||||
sell_offers = {},
|
||||
-- Items to buy change timer
|
||||
change_offers_timer = 0,
|
||||
-- Items to buy change timer interval
|
||||
change_offers_timer_interval = 60,
|
||||
-- Trading list: a list of item names the trader is expected to trade in.
|
||||
-- It is mostly related to its occupation.
|
||||
-- If empty, the NPC will revert to casual trading
|
||||
-- If not, it will try to sell those that it have, and buy the ones it not.
|
||||
trade_list = {
|
||||
sell = {},
|
||||
buy = {},
|
||||
both = {}
|
||||
},
|
||||
-- Custom trade allows to specify more than one payment
|
||||
-- and a custom prompt (instead of the usual buy or sell prompts)
|
||||
custom_trades = {}
|
||||
}
|
||||
|
||||
-- Initialize trading offers for NPC
|
||||
--npc.trade.generate_trade_offers_by_status(ent)
|
||||
-- if ent.trader_data.trader_status == npc.trade.CASUAL then
|
||||
-- select_casual_trade_offers(ent)
|
||||
-- end
|
||||
|
||||
-- Actions data
|
||||
ent.actions = {
|
||||
-- The queue is a queue of actions to be performed on each interval
|
||||
queue = {},
|
||||
-- Current value of the action timer
|
||||
action_timer = 0,
|
||||
-- Determines the interval for each action in the action queue
|
||||
-- Default is 1. This can be changed via actions
|
||||
action_interval = 1,
|
||||
-- Avoid the execution of the action timer
|
||||
action_timer_lock = false,
|
||||
-- Defines the state of the current action
|
||||
current_action_state = npc.action_state.none,
|
||||
-- Store information about action on state before lock
|
||||
state_before_lock = {
|
||||
-- State of the mobs_redo API
|
||||
freeze = false,
|
||||
-- State of execution
|
||||
action_state = npc.action_state.none,
|
||||
-- Action executed while on lock
|
||||
interrupted_action = {}
|
||||
}
|
||||
}
|
||||
|
||||
-- This flag is checked on every step. If it is true, the rest of
|
||||
-- Mobs Redo API is not executed
|
||||
ent.freeze = nil
|
||||
|
||||
-- This map will hold all the places for the NPC
|
||||
-- Map entries should be like: "bed" = {x=1, y=1, z=1}
|
||||
ent.places_map = {}
|
||||
|
||||
-- Schedule data
|
||||
ent.schedules = {
|
||||
-- Flag to enable or disable the schedules functionality
|
||||
enabled = true,
|
||||
-- Lock for when executing a schedule
|
||||
lock = false,
|
||||
-- An array of schedules, meant to be one per day at some point
|
||||
-- when calendars are implemented. Allows for only 7 schedules,
|
||||
-- one for each day of the week
|
||||
generic = {},
|
||||
-- An array of schedules, meant to be for specific dates in the
|
||||
-- year. Can contain as many as possible. The keys will be strings
|
||||
-- in the format MM:DD
|
||||
date_based = {}
|
||||
}
|
||||
|
||||
-- Temporary initialization of actions for testing
|
||||
local nodes = npc.places.find_node_nearby(ent.object:getpos(), {"cottages:bench"}, 20)
|
||||
--minetest.log("Found nodes: "..dump(nodes))
|
||||
|
||||
--local path = pathfinder.find_path(ent.object:getpos(), nodes[1], 20)
|
||||
--minetest.log("Path to node: "..dump(path))
|
||||
--npc.add_action(ent, npc.actions.use_door, {self = ent, pos = nodes[1], action = npc.actions.door_action.OPEN})
|
||||
--npc.add_action(ent, npc.actions.stand, {self = ent})
|
||||
--npc.add_action(ent, npc.actions.stand, {self = ent})
|
||||
-- if nodes[1] ~= nil then
|
||||
-- npc.add_task(ent, npc.actions.walk_to_pos, {end_pos=nodes[1], walkable={}})
|
||||
-- npc.actions.use_furnace(ent, nodes[1], "default:cobble 5", false)
|
||||
-- --npc.add_action(ent, npc.actions.sit, {self = ent})
|
||||
-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
|
||||
-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
|
||||
-- -- npc.add_action(ent, npc.actions.lay, {self = ent})
|
||||
-- --npc.actions.use_sittable(ent, nodes[1], npc.actions.const.sittable.GET_UP)
|
||||
-- --npc.add_action(ent, npc.actions.set_interval, {self=ent, interval=10, freeze=true})
|
||||
-- npc.add_action(ent, npc.actions.freeze, {freeze = false})
|
||||
-- end
|
||||
|
||||
-- Dedicated trade test
|
||||
ent.trader_data.trade_list.both = {
|
||||
["default:tree"] = {},
|
||||
["default:cobble"] = {},
|
||||
["default:wood"] = {},
|
||||
["default:diamond"] = {},
|
||||
["default:mese_crystal"] = {},
|
||||
["flowers:rose"] = {},
|
||||
["advanced_npc:marriage_ring"] = {},
|
||||
["flowers:geranium"] = {},
|
||||
["mobs:meat"] = {},
|
||||
["mobs:leather"] = {},
|
||||
["default:sword_stone"] = {},
|
||||
["default:shovel_stone"] = {},
|
||||
["default:axe_stone"] = {}
|
||||
}
|
||||
|
||||
npc.trade.generate_trade_offers_by_status(ent)
|
||||
|
||||
-- Add a custom trade offer
|
||||
local offer1 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your steel sword?", "Fix steel sword", "Fix steel sword", "default:sword_steel", {"default:sword_steel", "default:iron_lump 5"})
|
||||
table.insert(ent.trader_data.custom_trades, offer1)
|
||||
local offer2 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your mese sword?", "Fix mese sword", "Fix mese sword", "default:sword_mese", {"default:sword_mese", "default:copper_lump 10"})
|
||||
table.insert(ent.trader_data.custom_trades, offer2)
|
||||
|
||||
-- Add a simple schedule for testing
|
||||
npc.create_schedule(ent, npc.schedule_types.generic, 0)
|
||||
-- Add schedule entries
|
||||
local morning_actions = {
|
||||
[1] = {task = npc.actions.walk_to_pos, args = {end_pos=nodes[1], walkable={}} } ,
|
||||
[2] = {task = npc.actions.use_sittable, args = {pos=nodes[1], action=npc.actions.const.sittable.SIT} },
|
||||
[3] = {action = npc.actions.freeze, args = {freeze = true}}
|
||||
}
|
||||
npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 7, nil, morning_actions)
|
||||
local afternoon_actions = { [1] = {action = npc.actions.stand, args = {}} }
|
||||
npc.add_schedule_entry(ent, npc.schedule_types.generic, 0, 9, nil, afternoon_actions)
|
||||
-- local night_actions = {action: npc.action, args: {}}
|
||||
-- npc.add_schedule_entry(self, npc.schedule_type.generic, 0, 19, check, actions)
|
||||
|
||||
-- npc.add_action(ent, npc.action.stand, {self = ent})
|
||||
-- npc.add_action(ent, npc.action.stand, {self = ent})
|
||||
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
|
||||
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
|
||||
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
|
||||
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
|
||||
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
|
||||
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
|
||||
-- npc.add_action(ent, npc.action.sit, {self = ent})
|
||||
-- npc.add_action(ent, npc.action.rotate, {self = ent, dir = npc.direction.south})
|
||||
-- npc.add_action(ent, npc.action.lay, {self = ent})
|
||||
|
||||
-- Temporary initialization of places
|
||||
-- local bed_nodes = npc.places.find_new_nearby(ent, npc.places.nodes.BEDS, 8)
|
||||
-- minetest.log("Number of bed nodes: "..dump(#bed_nodes))
|
||||
-- if #bed_nodes > 0 then
|
||||
-- npc.places.add_owned(ent, "bed1", npc.places.PLACE_TYPE.OWN_BED, bed_nodes[1])
|
||||
-- end
|
||||
|
||||
--minetest.log(dump(ent))
|
||||
minetest.log("Successfully spawned NPC with name "..dump(ent.nametag))
|
||||
-- Refreshes entity
|
||||
ent.object:set_properties(ent)
|
||||
end
|
||||
|
||||
npc.spawner.replacement_interval = 60
|
||||
npc.spawner.spawn_delay = 10
|
||||
|
||||
---------------------------------------------------------------------------------------
|
||||
-- Scanning functions
|
||||
@ -356,8 +65,8 @@ end
|
||||
-- Returns a table with these classifications
|
||||
function spawner.scan_area(start_pos, end_pos)
|
||||
minetest.log("Scanning area for nodes...")
|
||||
minetest.log("Start pos: "..dump(start_pos))
|
||||
minetest.log("End pos: "..dump(end_pos))
|
||||
minetest.log("Start pos: "..minetest.pos_to_string(start_pos))
|
||||
minetest.log("End pos: "..minetest.pos_to_string(end_pos))
|
||||
local result = {
|
||||
bed_type = {},
|
||||
sittable_type = {},
|
||||
@ -388,23 +97,31 @@ function npc.spawner.spawn_npc(pos)
|
||||
local spawned_npc_count = meta:get_int("spawned_npc_count")
|
||||
minetest.log("Currently spawned "..dump(spawned_npc_count).." of "..dump(npc_count).." NPCs")
|
||||
if spawned_npc_count < npc_count then
|
||||
minetest.log("[advanced_npc] Spawning NPC at "..minetest.pos_to_string(pos))
|
||||
-- Spawn a NPC
|
||||
local ent = minetest.add_entity(pos, "advanced_npc:npc")
|
||||
if ent and ent:get_luaentity() then
|
||||
spawn(ent, pos)
|
||||
ent:get_luaentity().initialized = false
|
||||
npc.initialize(ent, pos)
|
||||
-- Increase NPC spawned count
|
||||
spawned_npc_count = spawned_npc_count + 1
|
||||
-- Store count into node
|
||||
meta:set_int("spawned_npc_count", spawned_npc_count)
|
||||
meta:set_string("infotext", meta:get_string("infotext")..", "..spawned_npc_count)
|
||||
minetest.log("[advanced_npc] Spawning successful!")
|
||||
-- Check if there are more NPCs to spawn
|
||||
if spawned_npc_count >= npc_count then
|
||||
-- Stop timer
|
||||
minetest.log("[advanced_npc] No more NPCs to spawn at this location")
|
||||
timer:stop()
|
||||
else
|
||||
-- Start another timer to spawn more NPC
|
||||
minetest.log("[advanced_npc] Spawning one more NPC in "..dump(npc.spawner.spawn_delay).."s")
|
||||
timer:start(npc.spawner.spawn_delay)
|
||||
end
|
||||
return true
|
||||
else
|
||||
minetest.log("[advanced_npc] Spawning failed!")
|
||||
ent:remove()
|
||||
return false
|
||||
end
|
||||
@ -424,12 +141,12 @@ function spawner.calculate_npc_spawning(pos)
|
||||
-- Get nodes for this building
|
||||
local node_data = minetest.deserialize(meta:get_string("node_data"))
|
||||
if node_data == nil then
|
||||
minetest.log("ERROR: Mis-configured advanced_npc:plotmarker_auto_spawner at position: "..dump(pos))
|
||||
minetest.log("[advanced_npc] ERROR: Mis-configured advanced_npc:plotmarker_auto_spawner at position: "..minetest.pos_to_string(pos))
|
||||
return
|
||||
end
|
||||
-- Check number of beds
|
||||
local beds_count = #node_data.bed_type
|
||||
minetest.log("Number of beds: "..dump(beds_count))
|
||||
minetest.log("[advanced_npc] INFO: Found "..dump(beds_count).." beds in the building at "..minetest.pos_to_string(pos))
|
||||
local npc_count = 0
|
||||
-- If number of beds is zero or beds/2 is less than one, spawn
|
||||
-- a single NPC.
|
||||
@ -440,7 +157,7 @@ function spawner.calculate_npc_spawning(pos)
|
||||
-- Spawn beds_count/2 NPCs
|
||||
npc_count = ((beds_count / 2) - ((beds_count / 2) % 1))
|
||||
end
|
||||
minetest.log("Will spawn "..dump(npc_count).." NPCs at "..dump(pos))
|
||||
minetest.log("Will spawn "..dump(npc_count).." NPCs at "..minetest.pos_to_string(pos))
|
||||
-- Store amount of NPCs to spawn
|
||||
meta:set_int("npc_count", npc_count)
|
||||
-- Store amount of NPCs spawned
|
||||
@ -490,7 +207,7 @@ function spawner.replace_mg_villages_plotmarker(pos)
|
||||
|
||||
if building_type == value then
|
||||
|
||||
minetest.log("Replacing mg_villages:plotmarker at "..dump(pos))
|
||||
minetest.log("Replacing mg_villages:plotmarker at "..minetest.pos_to_string(pos))
|
||||
-- Replace the plotmarker for auto-spawner
|
||||
minetest.set_node(pos, {name="advanced_npc:plotmarker_auto_spawner"})
|
||||
-- Store old plotmarker metadata again
|
||||
@ -540,7 +257,6 @@ if minetest.get_modpath("mg_villages") ~= nil then
|
||||
end,
|
||||
|
||||
on_timer = function(pos, elapsed)
|
||||
minetest.log("Calling spawning function...")
|
||||
npc.spawner.spawn_npc(pos)
|
||||
end,
|
||||
|
||||
@ -576,7 +292,7 @@ if minetest.get_modpath("mg_villages") ~= nil then
|
||||
minetest.register_abm({
|
||||
label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners",
|
||||
nodenames = {"mg_villages:plotmarker"},
|
||||
interval = 30,
|
||||
interval = npc.spawner.replacement_interval,
|
||||
chance = 1,
|
||||
catch_up = true,
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
@ -622,7 +338,7 @@ minetest.register_chatcommand("restore_plotmarkers", {
|
||||
end
|
||||
-- Replace all nodes
|
||||
for i = 1, #nodes do
|
||||
minetest.log(dump(nodes[i]))
|
||||
--minetest.log(dump(nodes[i]))
|
||||
local meta = minetest.get_meta(nodes[i])
|
||||
local village_id = meta:get_string("village_id")
|
||||
local plot_nr = meta:get_int("plot_nr")
|
||||
@ -635,6 +351,6 @@ minetest.register_chatcommand("restore_plotmarkers", {
|
||||
meta:set_int("plot_nr", plot_nr)
|
||||
meta:set_string("infotext", infotext)
|
||||
end
|
||||
minetest.chat_send_player(name, "Finished "..dump(#nodes).." replacement successfully")
|
||||
minetest.chat_send_player(name, "Finished replacement of "..dump(#nodes).." auto-spawners successfully")
|
||||
end
|
||||
})
|
Loading…
Reference in New Issue
Block a user