-- Advanced NPC spawner by Zorman2000 -- The advanced spawner will contain functionality to spawn NPC correctly on -- mg_villages building. The spawn node will be the mg_villages:plotmarker. -- This node will be replaced with one that will perform the following functions: -- -- - Scan the current building, check if it is of type: -- - House -- - Farm -- - Hut -- - NOTE: All other types are unsupported as-of now -- - If it's from any of the above types, the spawner will proceed to scan the -- the building and find out: -- - Number and positions of beds -- - Number and positions of benches -- - Number and positions of chests -- - Position of furnaces -- - Position of doors -- - NOTE: Scanning will be implemented for first floors only in the first -- version. It's expected to also include upper floors later. -- - After that, it will store these information in the node's metadata. -- - The spawner will analyze the information and will spawn (# of beds/2) or 1 -- NPC in that house. The NPCs will be spawned in intervals, for which the node -- will create node timers for each NPC. -- - When a NPC is spawned: -- - The NPC will be given a schedule -- - If in a farm, the NPC will have a "farmer schedule" with a 40% chance -- - If in a house or hut, the NPC will have either a miner, woodcutter, cooker -- or simple schedule with an equal chance each -- - The NPC will be assigned a unique bed -- - The NPC will know the location of one chest, one bench and one furnace -- - A life timer for the NPC will be created (albeit a long one). Once the NPC's -- timer is invoked, the NPC will be de-spawned (dies). The spawner should keep -- track of these. -- - If a NPC has died, the spawner will choose with 50% chance to spawn a new NPC. -- -- This is the basic functionality expected for the spawner in version 1. Other things -- such as scanning upper floors, spawning families of NPCs and creating relationships -- among them, etc. will be for other versions. -- Public API npc.spawner = {} -- Private API local spawner = {} -- This is the official list of support building types -- from the mg_villages mod npc.spawner.mg_villages_supported_building_types = { "house", "farm_full", "farm_tiny", "hut", "lumberjack" } npc.spawner.replace_activated = true npc.spawn_delay = 5 -- npc.spawner.max_replace_count = 1 -- spawner.replace_count = 0 --------------------------------------------------------------------------------------- -- Spawning functions --------------------------------------------------------------------------------------- -- These functions are used at spawn time to determine several -- random attributes for the NPC in case they are not already -- defined. On a later phase, pre-defining many of the NPC values -- will be allowed. local function initialize_inventory() return { [1] = "", [2] = "", [3] = "", [4] = "", [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: "..dump(entity)) -- 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)) -- Refreshes entity ent.object:set_properties(ent) end --------------------------------------------------------------------------------------- -- Scanning functions --------------------------------------------------------------------------------------- -- Scans an area for the supported nodes: beds, benches, -- furnaces, storage (e.g. chests) and openable (e.g. doors). -- 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)) local result = { bed_type = {}, sittable_type = {}, furnace_type = {}, storage_type = {}, openable_type = {} } result.bed_type = npc.places.find_node_in_area(start_pos, end_pos, npc.places.nodes.BED_TYPE) result.sittable_type = npc.places.find_node_in_area(start_pos, end_pos, npc.places.nodes.SITTABLE_TYPE) result.furnace_type = npc.places.find_node_in_area(start_pos, end_pos, npc.places.nodes.FURNACE_TYPE) result.storage_type = npc.places.find_node_in_area(start_pos, end_pos, npc.places.nodes.STORAGE_TYPE) result.openable_type = npc.places.find_node_in_area(start_pos, end_pos, npc.places.nodes.OPENABLE_TYPE) minetest.log("Found nodes inside area: "..dump(result)) return result end -- This function is called when the node timer for spawning NPC -- is expired function npc.spawner.spawn_npc(pos) -- Get timer local timer = minetest.get_node_timer(pos) -- Get metadata local meta = minetest.get_meta(pos) -- Check amount of NPCs that should be spawned local npc_count = meta:get_int("npc_count") 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 -- Spawn a NPC local npc = minetest.add_entity(pos, "advanced_npc:npc") if npc and npc:get_luaentity() then spawn(npc, 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) -- Check if there are more NPCs to spawn if spawned_npc_count >= npc_count then -- Stop timer timer:stop() end return true else npc:remove() return false end end end -- This function takes care of calculating how many NPCs will be spawn function spawner.calculate_npc_spawning(pos) local meta = minetest.get_meta(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)) return end -- Check number of beds local beds_count = #node_data.bed_type minetest.log("Number of beds: "..dump(beds_count)) local npc_count = 0 -- If number of beds is zero or beds/2 is less than one, spawn -- a single NPC. if beds_count == 0 or (beds_count > 0 and beds_count / 2 < 1) then -- Spawn a single NPC npc_count = 1 else -- 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)) -- Store amount of NPCs to spawn meta:set_int("npc_count", npc_count) -- Store amount of NPCs spawned meta:set_int("spawned_npc_count", 0) -- Start timer local timer = minetest.get_node_timer(pos) timer:start(npc.spawn_delay) end --------------------------------------------------------------------------------------- -- Support code for mg_villages mods --------------------------------------------------------------------------------------- -- This function creates a table of the scannable nodes inside -- a mg_villages building. It needs the plotmarker position for a start -- point and the building_data to get the x, y and z-coordinate size -- of the building schematic function spawner.scan_mg_villages_building(pos, building_data) -- Get area of the building local x_size = building_data.sizex local y_size = building_data.ysize local z_size = building_data.sizez local start_pos = {x=pos.x, y=pos.y, z=pos.z} local end_pos = {x=pos.x + x_size, y=pos.y + y_size, z=pos.z + z_size} return spawner.scan_area(start_pos, end_pos) end -- This function replaces an existent mg_villages:plotmarker with -- and advanced_npc:auto_spawner. The existing metadata will be kept, -- to allow compatibility. A new formspec will appear on right-click, -- however it will as well allow to buy or manage the plot. -- Also, the building is scanned for NPC-usable nodes and the amount -- of NPCs to spawn and the interval is calculated. function spawner.replace_mg_villages_plotmarker(pos) -- Get the meta at the current position local meta = minetest.get_meta(pos) local village_id = meta:get_string("village_id") local plot_nr = meta:get_int("plot_nr") local infotext = meta:get_string("infotext") -- Following line from mg_villages mod, protection.lua local btype = mg_villages.all_villages[village_id].to_add_data.bpos[plot_nr].btype local building_data = mg_villages.BUILDINGS[btype] local building_type = building_data.typ -- Check if the building is of the support types for _,value in pairs(npc.spawner.mg_villages_supported_building_types) do if building_type == value then minetest.log("Replacing mg_villages:plotmarker at "..dump(pos)) -- Replace the plotmarker for auto-spawner minetest.set_node(pos, {name="advanced_npc:plotmarker_auto_spawner"}) -- Store old plotmarker metadata again meta:set_string("village_id", village_id) meta:set_int("plot_nr", plot_nr) meta:set_string("infotext", infotext) -- Store building type in metadata meta:set_string("building_type", building_type) -- Scan building for nodes local nodedata = spawner.scan_mg_villages_building(pos, building_data) -- Store nodedata into the spawner's metadata meta:set_string("node_data", minetest.serialize(nodedata)) -- Stop searching for building type break end end end -- Only register the node, the ABM and the LBM if mg_villages mod -- is present if minetest.get_modpath("mg_villages") ~= nil then -- Node registration -- This node is currently a slightly modified mg_villages:plotmarker -- TODO: Change formspec to a more detailed one. minetest.register_node("advanced_npc:plotmarker_auto_spawner", { description = "Automatic NPC Spawner", drawtype = "nodebox", tiles = {"default_stone.png"}, paramtype = "light", paramtype2 = "facedir", node_box = { type = "fixed", fixed = { {-0.5+2/16, -0.5, -0.5+2/16, 0.5-2/16, -0.5+2/16, 0.5-2/16}, } }, groups = {cracky=3,stone=2}, on_rightclick = function( pos, node, clicker, itemstack, pointed_thing) return mg_villages.plotmarker_formspec( pos, nil, {}, clicker ) end, on_receive_fields = function(pos, formname, fields, sender) return mg_villages.plotmarker_formspec( pos, formname, fields, sender ); end, on_timer = function(pos, elapsed) minetest.log("Calling spawning function...") npc.spawner.spawn_npc(pos) end, -- protect against digging can_dig = function(pos, player) local meta = minetest.get_meta(pos); if (meta and meta:get_string("village_id") ~= "" and meta:get_int("plot_nr") and meta:get_int("plot_nr") > 0 ) then return false; end return true; end }) -- LBM Registration -- Used to modify plotmarkers and replace them with advanced_npc:plotmarker_auto_spawner minetest.register_lbm({ label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners", name = "advanced_npc:mg_villages_plotmarker_replacer", nodenames = {"mg_villages:plotmarker"}, run_at_every_load = false, action = function(pos, node) -- Check if replacement is activated if npc.spawner.replace_activated then -- Replace mg_villages:plotmarker spawner.replace_mg_villages_plotmarker(pos) -- Set NPCs to spawn spawner.calculate_npc_spawning(pos) end end }) -- ABM Registration... for when LBM fails. minetest.register_abm({ label = "Replace mg_villages:plotmarker with Advanced NPC auto spawners", nodenames = {"mg_villages:plotmarker"}, interval = 60, chance = 1, catch_up = true, action = function(pos, node, active_object_count, active_object_count_wider) -- Check if replacement is activated if npc.spawner.replace_activated then -- Replace mg_villages:plotmarker spawner.replace_mg_villages_plotmarker(pos) -- Set NPCs to spawn spawner.calculate_npc_spawning(pos) end end }) end -- Chat commands to manage spawners minetest.register_chatcommand("restore_plotmarkers", { description = "Replaces all advanced_npc:plotmarker_auto_spawner with mg_villages:plotmarker in the specified radius.", privs = {server=true}, func = function(name, param) -- Check if radius is null if param == nil then minetest.chat_send_player(name, "Need to enter a radius as an integer number. Ex. /restore_plotmarkers 10 for a radius of 10") end -- Get player position local pos = {} for _,player in pairs(minetest.get_connected_players()) do if player:get_player_name() == name then pos = player:get_pos() break end end -- Search for nodes local radius = tonumber(param) local start_pos = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius} local end_pos = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius} local nodes = minetest.find_nodes_in_area_under_air(start_pos, end_pos, {"advanced_npc:plotmarker_auto_spawner"}) -- Check if we have nodes to replace minetest.chat_send_player(name, "Found "..dump(#nodes).." nodes to replace...") if #nodes == 0 then return end -- Replace all nodes for i = 1, #nodes do 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") local infotext = meta:get_string("infotext") -- Replace node minetest.set_node(nodes[i], {name="mg_villages:plotmarker"}) -- Set metadata meta = minetest.get_meta(nodes[i]) meta:set_string("village_id", village_id) meta:set_int("plot_nr", plot_nr) meta:set_string("infotext", infotext) end minetest.chat_send_player(name, "Finished "..dump(#nodes).." replacement successfully") end })