local S = mobs.intllib -- Advanced NPC by Zorman2000 -- Based on original NPC by Tenplus1 npc = {} -- Constants npc.FEMALE = "female" npc.MALE = "male" npc.ITEM_GIFT_EFFECT = 2.5 npc.RELATIONSHIP_PHASE1_LIMIT = 10 npc.RELATIONSHIP_PHASE2_LIMIT = 25 npc.RELATIONSHIP_PHASE3_LIMIT = 45 npc.RELATIONSHIP_PHASE4_LIMIT = 70 npc.RELATIONSHIP_PHASE5_LIMIT = 100 npc.FAVORITE_ITEMS = { female = { child = { "farming:cotton", "farming:bread", "default:apple", "default:gold_ingot", "default:steel_ingot", "default:diamond" }, adult = { "default:apple", "farming:bread", "mobs:meat", "default:pick_steel", "default:shovel_steel", "default:sword_steel" } }, male = { child = { "farming:cotton", "farming:bread", "default:apple", "default:gold_ingot", "default:steel_ingot", "default:diamond" }, adult = { "default:apple", "farming:bread", "mobs:meat", "default:pick_steel", "default:shovel_steel", "default:sword_steel" } } } -- TODO: Complete responses for female and males, both adult and child npc.GIFT_RESPONSES = { female = { child = { }, adult = { { phase1 = "Thank you!", phase2 = "It is very appreciated! Thanks!", phase3 = "Thank you! You definetely are special...", phase4 = "Awww, you are so great!", phase5 = "Oh, so cute! Thank you! I love you!", phase6 = "Thank you my dear! You are the greatest husband!" }, { phase1 = "Thank you!", phase2 = "It is very appreciated! Thanks!", phase3 = "Thank you! You definetely are special...", phase4 = "Awww, you are so great!", phase5 = "Oh, so cute! Thank you! I love you!", phase6 = "Thank you my dear! You are the greatest husband!" }, { phase1 = "Thank you!", phase2 = "It is very appreciated! Thanks!", phase3 = "Thank you! You definetely are special...", phase4 = "Awww, you are so great!", phase5 = "Oh, so cute! Thank you! I love you!", phase6 = "Thank you my dear! You are the greatest husband!" }, { phase1 = "Thank you!", phase2 = "It is very appreciated! Thanks!", phase3 = "Thank you! You definetely are special...", phase4 = "Awww, you are so great!", phase5 = "Oh, so cute! Thank you! I love you!", phase6 = "Thank you my dear! You are the greatest husband!" }, { phase1 = "Thank you!", phase2 = "It is very appreciated! Thanks!", phase3 = "Thank you! You definetely are special...", phase4 = "Awww, you are so great!", phase5 = "Oh, so cute! Thank you! I love you!", phase6 = "Thank you my dear! You are the greatest husband!" } } }, male = { } } mobs.npc_drops = { "default:pick_steel", "mobs:meat", "default:sword_steel", "default:shovel_steel", "farming:bread", "bucket:bucket_water" } -- General functions -- Gets name of player or NPC local function get_entity_name(entity) if entity:is_player() then return entity:get_player_name() else return entity:get_luaentity().nametag end end -- Returns the item "wielded" by player or NPC -- TODO: Implement NPC local function get_entity_wielded_item(entity) if entity:is_player() then return entity:get_wielded_item() end end -- Functions on right click --------------------------------------------------------------------------------------- -- Gift and relationship system --------------------------------------------------------------------------------------- -- Each NPCs has 2 favorite and 2 disliked items. These items are chosen at spawn -- time and will be re-chosen when the age changes (from child to adult, for example). -- The items are chosen from the npc.FAVORITE_ITEMS table, and depends on sex and age. -- A player, via right-click, or another NPC, can gift an item to a NPC. In the case -- of the player, the player will give one of the currently wielded item. Gifts can be -- given only once per some time period, the NPC will reject the given item if still -- the period isn't over. -- If the NPC is neutral on the item (meanining it's neither favorite or disliked), it -- is possible it will not accept it, and the relationship the giver has with the NPC -- will be unchanged. -- In the other hand, if the item given its a favorite, the relationship points the NPC -- has with giver will increase by a given amount, depending on favoriteness. Favorite 1 -- will increase the relationship by 2 * npc.ITEM_GIFT_EFFECT, and favorite 2 only by -- npc.ITEM_GIFT_EFFECT. Similarly, if the item given is a disliked item, the NPC will -- not take it, and its relationship points with the giver will decrease by 2 or 1 times -- npc.ITEM_GIFT_EFFECT. -- Relationship functions --------------------------------------------------------------------------------------- -- Creates a relationship with a given player or NPC local function create_relationship(self, clicker_name) local count = #self.relationships self.relationships[count + 1] = { name = clicker_name, points = 0 } end -- Returns a relationship points local function get_relationship_points(self, clicker_name) for i = 1, #self.relationships do if self.relationships[i].name == clicker_name then return self.relationships[i].points end end return nil end -- Updates relationship with given points local function update_relationship(self, clicker_name, modifier) for i = 1, #self.relationships do if self.relationships[i].name == clicker_name then self.relationships[i].points = self.relationships[i].points + modifier return end end end -- Checks if a relationship with given player or NPC exists local function check_relationship_exists(self, clicker_name) for i = 1, #self.relationships do if self.relationships[i].name == clicker_name then return true end end return false end -- Gifts functions --------------------------------------------------------------------------------------- -- This function selects two random items from the npc.favorite_items table -- It checks both for age and for sex for choosing the items local function select_random_favorite_items(sex, is_child) local result = {} local items = {} -- Filter sex if sex == npc.FEMALE then items = npc.FAVORITE_ITEMS.female else items = npc.FAVORITE_ITEMS.male end -- Filter age if is_child then items = items.child else items = items.adult end result.fav1 = items[math.random(1, #items)] result.fav2 = items[math.random(1, #items)] return result end -- Displays message and hearts depending on relationship level local function show_receive_gift_reaction(self, clicker_name) local points = get_relationship_points(self, clicker_name) local chat_messages = {} if self.sex == npc.FEMALE then if self.child == true then -- TODO: Implement child responses else chat_messages = npc.GIFT_RESPONSES.female.adult[1] minetest.log(dump(chat_messages)) end end local pos = self.object:getpos() local message_to_send = "" -- Positive relationship reactions if points >= 0 then if points < npc.RELATIONSHIP_PHASE1_LIMIT then message_to_send = chat_messages.phase1 elseif points < npc.RELATIONSHIP_PHASE2_LIMIT then message_to_send = chat_messages.phase2 elseif points < npc.RELATIONSHIP_PHASE3_LIMIT then message_to_send = chat_messages.phase3 effect({x = pos.x, y = pos.y + 1, z = pos.z}, 2, "heart.png") elseif points < npc.RELATIONSHIP_PHASE4_LIMIT then message_to_send = chat_messages.phase4 effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png") elseif points < npc.RELATIONSHIP_PHASE5_LIMIT then message_to_send = chat_messages.phase5 effect({x = pos.x, y = pos.y + 1, z = pos.z}, 6, "heart.png") -- This will show when players are married elseif points > npc.RELATIONSHIP_PHASE5_LIMIT then message_to_send = chat_messages.phase6 effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png") end -- Send message minetest.chat_send_player(clicker_name, message_to_send) -- Relationship is in negative state elseif points < 0 then end end -- Receive gift function; applies relationship points as explained above -- Also, creates a relationship object if not present local function receive_gift(self, clicker) -- Return if clicker is not offering an item local item = get_entity_wielded_item(clicker) if item:get_name() == "" then return false end -- Get clicker name local clicker_name = get_entity_name(clicker) -- If NPC received a gift, then reject any more gifts for now if self.gift_data.gift_timer_value < self.gift_data.gift_interval then minetest.chat_send_player(clicker_name, "Thanks, but I don't need anything for now") return false end -- Create relationship if it doesn't exists if check_relationship_exists(self, clicker_name) == false then create_relationship(self, clicker_name) end -- If NPC is ready for marriage, do no accept anything else but the ring, -- and that with only a certain chance. The self.owner is to whom is married -- this NPC... he he. minetest.log(get_relationship_points(self, clicker_name)) if get_relationship_points(self, clicker_name) >= npc.RELATIONSHIP_PHASE5_LIMIT and self.owner ~= clicker_name and item:get_name() ~= "advanced_npc:marriage_ring" then minetest.chat_send_player(clicker_name, "Thank you my love, but I think that you have given me") minetest.chat_send_player(clicker_name, "enough gifts for now. Maybe we should go a step further") self.gift_data.gift_timer_value = 0 return true elseif get_relationship_points(self, clicker_name) >= npc.RELATIONSHIP_PHASE5_LIMIT and item:get_name() == "advanced_npc:marriage_ring" then -- If the player/entity is offering a marriage ring, then NPC will accept with a 50% -- chance to marry the clicker local receive_chance = math.random(1, 10) -- Receive ring and get married if receive_chance < 6 then minetest.chat_send_player(clicker_name, "Oh, oh you make me so happy! Yes! I will marry you!") -- Get ring item:take_item() clicker:set_wielded_item(item) -- Show marriage reaction local pos = self.object:getpos() effect({x = pos.x, y = pos.y + 1, z = pos.z}, 20, "heart.png", 4) -- Give 100 points, so NPC is really happy on marriage update_relationship(self, clicker_name, 100) -- This sets the married state, for now. Hehe self.owner = clicker_name self.gift_data.gift_timer_value = 0 return true -- Reject ring for now else minetest.chat_send_player(clicker_name, "Dear, I feel the same as you. But maybe not yet...") self.gift_data.gift_timer_value = 0 return true end end -- Modifies relationship depending on given item local modifier = 0 local take = true local show_reaction = false if item:get_name() == self.gift_data.favorite_items.fav1 then modifier = 2 * npc.ITEM_GIFT_EFFECT show_reaction = true elseif item:get_name() == self.gift_data.favorite_items.fav2 then modifier = npc.ITEM_GIFT_EFFECT show_reaction = true else -- If item is not a favorite or a dislike, then receive chance -- if 70% local receive_chance = math.random(1,10) if receive_chance < 7 then minetest.chat_send_player(clicker_name, "Thanks. I will find some use for this.") else minetest.chat_send_player(clicker_name, "Thank you, but no, I have no use for this.") take = false end show_reaction = false end -- Take item if NPC accepted it if take == true then item:take_item() clicker:set_wielded_item(item) end -- Show NPC reaction to gift if show_reaction == true then show_receive_gift_reaction(self, clicker_name) end -- Update relationship status update_relationship(self, clicker_name, modifier) minetest.log(dump(self)) self.gift_data.gift_timer_value = 0 return true end -- Chat functions local function start_chat(self, clicker) local name = get_entity_name(clicker) -- Married player can tell NPC to follow or to stay at a given place -- TODO: Improve this. There should be a dialogue box for this if self.owner and self.owner == name then if self.order == "follow" then self.order = "stand" minetest.chat_send_player(name, S("Ok dear, I will wait here for you.")) else self.order = "follow" minetest.chat_send_player(name, S("Let's go honey!")) end end end mobs:register_mob("advanced_npc:npc", { type = "npc", passive = false, damage = 3, attack_type = "dogfight", attacks_monsters = true, -- Added group attack group_attack = true, --pathfinding = true, pathfinding = 1, hp_min = 10, hp_max = 20, armor = 100, collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35}, visual = "mesh", mesh = "character.b3d", drawtype = "front", textures = { {"mobs_npc_male1.png"}, {"mobs_npc_female1.png"}, -- female by nuttmeg20 }, child_texture = { {"mobs_npc_baby_male1.png"}, -- derpy baby by AmirDerAssassine }, makes_footstep_sound = true, sounds = {}, -- Added walk chance walk_chance = 30, -- Added stepheight stepheight = 1, walk_velocity = 2, run_velocity = 3, jump = true, drops = { {name = "default:wood", chance = 1, min = 1, max = 3}, {name = "default:apple", chance = 2, min = 1, max = 2}, {name = "default:axe_stone", chance = 5, min = 1, max = 1}, }, water_damage = 0, lava_damage = 2, light_damage = 0, --follow = {"farming:bread", "mobs:meat", "default:diamond"}, view_range = 15, owner = "", order = "follow", --order = "stand", fear_height = 3, animation = { speed_normal = 30, speed_run = 30, stand_start = 0, stand_end = 79, walk_start = 168, walk_end = 187, run_start = 168, run_end = 187, punch_start = 200, punch_end = 219, }, on_rightclick = function(self, clicker) local item = clicker:get_wielded_item() local name = clicker:get_player_name() minetest.log(dump(self)) -- Receive gift or start chat if receive_gift(self, clicker) == false then start_chat(self, clicker) end 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 local function npc_spawn(self, pos) minetest.log("Spawning new NPC:") local ent = self:get_luaentity() ent.nametag = "Kio" -- 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 favorite_items = select_random_favorite_items(ent.sex, ent.child), -- How frequent can the NPC receive a gift gift_interval = 10, -- Current timer count since last gift gift_timer_value = 0 } -- Timer function for gifts ent.on_step = function(self, dtime) if self.gift_data.gift_timer_value < self.gift_data.gift_interval then self.gift_data.gift_timer_value = self.gift_data.gift_timer_value + dtime minetest.log(dump(self.gift_data.gift_timer_value)) end end -- Initialize relationships object ent.relationships = {} minetest.log(dump(ent)) end -- Spawn mobs:spawn({ name = "advanced_npc:npc", nodes = {"default:stone"}, min_light = 3, active_object_count = 1, interval = 5, chance = 1, --max_height = 0, on_spawn = npc_spawn, }) mobs:register_egg("advanced_npc:npc", S("Npc"), "default_brick.png", 1) -- compatibility mobs:alias_mob("mobs:npc", "advanced_npc:npc") -- Marriage ring minetest.register_craftitem("advanced_npc:marriage_ring", { description = S("Marriage Ring"), inventory_image = "diamond_ring.png", }) -- Marriage ring craft recipe minetest.register_craft({ output = "advanced_npc:marriage_ring", recipe = { {"", "", ""}, {"", "default:diamond", ""}, {"", "default:gold_ingot", ""} }, })