Advanced_NPC API Reference Alpha-2 (DEV) ========================================= * More information at IMPORTANT: This WIP & unfinished file contains the definitions of current advanced_npc functions (Some documentation is lacking, so please bear in mind that this WIP file is just to enhance it) Introduction ------------ You can consult this document for help on API of behaviors for the NPCs. The goal is to be able to have NPCs that have the same functionality as normal players. The NPCs make Sokomine's mg_villages in Minetest alive although they can be manually spawned outside the village and work as good as new. Here is some information about the API methods and systems. * npc.lua also uses methods and functions from the dependency: mobs_redo Initialize NPC -------------- The API works with some variables into Lua Entity that represent a NPC, then you should initialize the Lua Entity before that it really assume a controled behavior. ### Methods * `npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)` : Initialize a NPC The simplest way to start a mob (of mobs_redo API) is by using the `on_spawn` function Note: currently this call is unduly repeated (mobs_redo problem), so you should check if npc has already been initialized. on_spawn = function(self) if self.initialized == nil then npc.initialize(self, self.object:getpos(), true) self.tamed = false end end Or after add in the world local obj = minetest.add_entity({x=0, y=10, z=0}, "mobs:sheep", {naked = true}) local luaentity = get_luaentity(obj) npc.initialize(luaentity, luaentity.object:getpos(), true) luaentity.tamed = false NPC Steps --------- The API works with NPC steps, then `on_step` callback need run the `npc.on_step(luaentity)`. This function process the NPC actions and return the freeze state, which is used for stop mobs_redo behavior. Example: on_step = function(self, dtime) npc.step(self, dtime) end Mobs of Mobs_Redo API uses `do_custom` function instead of `on_step` callback and it needs return the freeze state to stop mobs_redo behavior. Here is a recommended code. do_custom = function(self, dtime) -- Here is my "do_custom" code -- Process the NPC action and return freeze state return npc.step(self, dtime) end Actions and Tasks Queue ----------------------- Actions are "atomic" executable actions the NPC can perform. Tasks are sequences of actions that are common enough to be supported by default. Each action or task is wrapped on a Lua table which tells the action/task to be executed and the arguments to be used. However, this is encapsulated to the user in the following two methods for a NPCs: ### Methods * `npc.add_action(luaentity, action, {action definition})`: Add action into NPC actions queue * `npc.add_task(luaentity, task, {task definition})`: Add task into NPC actions queue For both of the above, `action`/`task` is a constant defined in `npc.actions.cmd`, and `{task/action definition}` is a Lua table specific arguments to each `action`/`task`. Example npc.add_task(self, npc.actions.cmd.USE_BED, { pos = {x=0,y=0,z=0}, action = npc.actions.const.beds.LAY }) npc.add_action(self, npc.actions.cmd.SET_INTERVAL, { interval = 10, freeze = true, }) npc.add_task(self, npc.actions.cmd.USE_BED, { pos = {x=0,y=0,z=0}, action = npc.actions.const.beds.GET_UP }) See more in [actions_and_tasks.md](actions_and_tasks.md) documentation. Schedules --------- The interesting part of Advanced NPC is its ability to simulate realistic behavior in NPCs. Realistic behavior is defined simply as being able to perform tasks at a certain time of the day, like usually people do. This allow the NPC to go to bed, sleep, get up from it, sit in benches, etc. All of this is simulated through a structured code using action and tasks. The implementation resembles a rough OS process scheduling algorithm where only one process is allowed at a time. The processes or tasks are held in a queue, where they are executed one at a time in queue fashion. Interruptions are allowed, and the interrupted action is re-started once the interruption is finished. ### Schedule commands Schedule commands are an array of actions and tasks that the NPC. There are 4 possible commands: * action ``` { action = action, -- Is a constant defined in `npc.actions.cmd` args = {} -- action arguments } ``` * task ``` { task = task, -- Is a constant defined in `npc.actions.cmd` args = {} -- task arguments } ``` * Property change ``` { ??? } ``` * Schedule query/check ```    { schedule query/check definition    } ``` ### Schedule time Only integer value 0 until 23 * 0: 0/24000 - 999 * 1: 1000 - 1999 * 2: 2000 - 2999 * ... * 22: 22000 - 22999 * 23: 23000 - 23999 ### Schedule Type * "generic" : Returns nil if there are already seven schedules, one for each day of the week or if the schedule attempting to add already exists. The date parameter is the day of the week it represents as follows: Note: Currently only one schedule is supported, for day 0 1: Monday 2: Tuesday 3: Wednesday 4: Thursday 5: Friday 6: Saturday 7: Sunday * "date_based" : The date parameter should be a string of the format "MM:DD". If it already exists, function retuns nil ### Methods * `npc.create_schedule(luaentity, schedule_type, day)` : Create a schedule for a NPC * `npc.delete_schedule(luaentity, schedule_type, date)` : Delete a schedule for a NPC * `npc.add_schedule_entry(luaentity, schedule_type, date, time, check, commands)` : Add a schedule entry for a time * `npc.get_schedule_entry(luaentity, schedule_type, date, time)` : Get a schedule entry * `npc.update_schedule_entry(luaentity, schedule_type, date, time, check, commands)` : Update a schedule entry ### Examples -- Schedule entry for 7 in the morning npc.add_schedule_entry(self, "generic", 0, 7, nil, { -- Get out of bed [1] = { task = npc.actions.cmd.USE_BED, args = { pos = "bed_primary", action = npc.actions.const.beds.GET_UP } }, -- Allow mobs_redo wandering [2] = { action = npc.actions.cmd.FREEZE, args = { freeze = false } } }) Occupations ----------- NPCs need an occupation or job in order to simulate being alive. This functionality is built on top of the schedules functionality. Occupations are essentially specific schedules, that can have slight random variations to provide diversity and make specific occupations less predictable. Occupations are associated with textures, dialogues, specific initial items, type of building (and surroundings) where NPC lives, etc. ### Methods * `npc.occupations.register_occupation(occupation_name, {occupation definition})` : Register an occupation * `npc.occupations.initialize_occupation_values(luaentity, occupation_name)` : Initialize an occupation for a NPC Places Map ---------- Places map define which NPCs can access which places. Places are separated into different types. ### Place types Current place types * `bed_primary` : the bed of a NPC * `sit_primary` * `sit_shared` * `furnace_primary` * `furnace_shared` * `storage_primary` * `storage_shared` * `home_entrance_door` * `schedule_target_pos` : used in the schedule actions * `calculated_target_pos` * `workplace_primary` * `workplace_tool` * `home_plotmarker` * `home_inside` * `home_outside` ### Methods * `npc.places.add_owned(luaentity, place_name, place_type, pos, access_pos)` : Add owned place. `luaentity` npc owner. `place_name` a specific place name. `place_type` place typing. `pos` is a position of a node to be owned. `access_pos` is the coordinate where npc must be to initiate the access. Place is added for the NPC. * `npc.places.add_shared(luaentity, place_name, place_type, pos, access_node)` : Add shared place Dialogues --------- Dialogs can be registered to be spoken by NPCs. ### Tags The flags or marks of the dialogue text. Tags can be used for .... * "unisex" : Both male and female NPCs can say the defined text. * "phase1" : NPCs in phase 1 of a relationship can say the defined text. ### Methods * `set_response_ids_recursively()` : A local function that assigns unique key IDs to dialogue responses. * `npc.dialogue.register_dialogue({dialogue definition})` : Defines and registers dialogues. * `npc.dialogue.search_dialogue_by_tags({search_tags})` : A method returning a table of dialogues if called. Definition tables ----------------- ### Occupation definition (`register_occupation`) { dialogues = { enable_gift_item_dialogues = true, --[[ ^ This flag enables/disables gift item dialogues. ^ If not set, it defaults to true. ]] type = "", -- The type can be "given", "mix" or "tags" data = {}, --[[ ^ Array of dialogue definitions. This will have dialogue if the type is either "mix" or "given" ]] tags = {}, --[[ ^ Array of tags to search for. This will have tags if the type is either "mix" or "tags" ]] }, textures = {}, --[[ ^ Textures are an array of textures, as usually given on an entity definition. If given, the NPC will be guaranteed to have one of the given textures. Also, ensure they have sex as well in the filename so they can be chosen appropriately. ^ If left empty, it can spawn with any texture. ]] walkable_nodes = {}, -- Walkable nodes building_types = {}, --[[ ^ An array of string where each string is the type of building where the NPC can spawn with this occupation. ^ Example: building_type = {"farm", "house"} ^ If left empty or nil, NPC can spawn in any building ]] surrounding_building_types = {}, --[[ ^ An array of string where each string is the type of building that is an immediate neighbor of the NPC's home which can also be suitable for this occupation. Example, if NPC is farmer and spawns on house, then it has to be because there is a field nearby. ^ If left empty or nil, surrounding buildings doesn't matter. ]] workplace_nodes = {}, --[[ ^ An array of string where each string is a node the NPC works with. ^ These are useful for assigning workplaces and work work nodes. ]] initial_inventory = {}, --[[ ^ An array of entries like the following: {name="", count=1} -- or {name="", random=true, min=1, max=10} ^ This will initialize the inventory for the NPC with the given items and the specified count, or, a count between min and max when the entry contains random=true ^ If left empty, it will initialize with random items. ]] initial_trader_status = "", --[[ ^ String that specifies initial trader value. ^ Valid values are: "casual", "trader", "none" ]] schedules_entries = {}, ^ This is a table of tables in the following format: { [