local S = mobs.intllib -- Npc by TenPlus1 -- NPC Chat code by Zorman2000 -- Chat system consists of chatline and options objects that are re-used to create a conversation. -- The objects are the following: -- -- chatline = { text = "", options = {}, name = "", flag = "" } -- 1. text: What the NPC says on this chat line -- 2. options: What the player can answer to the chat line. Options are of another type of chat lines. -- If you want the player to have no options to answer, set to nil -- 3. name: The name of the NPC that will use this line. Use this when you want a specific NPC -- to speak this line. -- 4. flag: When the NPC speaks this line, this flag will be set into the entity's metadata. -- -- options = { opt = "", answer = { chatline } -- 1. opt: The text that the player can say to the NPC -- 2. answer: A chatline object (as described above) -- -- Example of conversation hierarchy -- chat_options = { -- chatline1 = { text = "Q1", options = { -- option1 = { opt = "O1", answer = { -- chatline = { text = "A1", options = nil } -- } -- }, -- chatline2 = { text = "Q2", options = nil } -- } local chat_options = { { text = "Don't talk with me know, please", options = nil, name = "Angry Guy" }, { text = "Hello, how are you doing?", options = { { opt = "Good", answer = { text = "That's good. Take care of yourself.", options = nil } }, { opt = "Great! And you?", answer = { text = "I'm doing well, thank you. See ya around!", options = nil } }, { opt = "Not so well...", answer = { text = "Hey, why not feeling good? What's wrong?", options = { { opt = "Not your business!", answer = { text = "So rude! Don't speak to me anymore!", options = nil, flag = "not_speak" } }, { opt = "It's nothing! But thank you for asking!", answer = { text = "Ok my friend. See ya around!", options = nil } }, } } } } }, { text = "I'm thinking of buying something but not sure...", options = nil }, { text = "I have traveled around the world and only like this place...", options = nil } } local options = {"Question 1","Question 2","Question 3","Question 4"} --------------------------------------------------------------------- -- Creates a formspec for dialog -------------------------------------------------------------------- local function create_formspec(options, close_option) local options_length = table.getn(options) + 1 local formspec_height = (options_length * 0.7) + 1 local formspec = "size[7,"..tostring(formspec_height).."]" for i, opt in ipairs(options) do local y = 0.7; if i > 1 then y = (y * i) end formspec = formspec.."button[0.5,"..y..";6,0.5;opt"..tostring(i)..";"..options[i].opt.."]" end formspec = formspec.."button_exit[0.5,"..(formspec_height - 1)..";6,0.5;exit;"..close_option.."]" return formspec end --------------------------------------------------------------------- -- Returns a random chatline for unimportant NPCs --------------------------------------------------------------------- local function get_random_chatline(chat_options) local chat_options_length = table.getn(chat_options) local random_option = math.random(1, chat_options_length - 1) local found = false while found == false do for i,chatline in ipairs(chat_options) do if i == random_option and chatline.name == nil then found = true return chatline end end end end --------------------------------------------------------------------- -- Returns all chatlines for a specific NPC --------------------------------------------------------------------- local function get_chatline_for_npc(chat_options, npc_name) local result = {} for i,chatline in ipairs(chat_options) do if chatline.name == npc_name then table.insert(result, chatline) end end return result end ----------------------------------------------------------------------------- -- Functions for rotating NPC to look at player (taken from the API itself) ----------------------------------------------------------------------------- local atan = function(x) if x ~= x then return 0 else return math.atan(x) end end local function rotate_npc_to_player(self) local s = self.object:getpos() local objs = minetest.get_objects_inside_radius(s, 4) local lp = nil local yaw = 0 for n = 1, #objs do if objs[n]:is_player() then lp = objs[n]:getpos() break end end if lp then local vec = { x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z } yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate if lp.x > s.x then yaw = yaw + math.pi end end self.object:setyaw(yaw) end --------------------------------------------------------------------- -- Drives conversation --------------------------------------------------------------------- local function show_chat_option(npc_name, self, player_name, chat_options, close_option) rotate_npc_to_player(self) self.order = "stand" local chatline = get_random_chatline(chat_options) minetest.chat_send_player(player_name, chatline.text) if chatline.options ~= nil then minetest.log("Current options: "..dump(chatline.options)) local formspec = create_formspec(chatline.options, close_option) minetest.show_formspec(player_name, "rndform", formspec) end self.order = "follow" end mobs.npc_drops = { "default:pick_steel", "mobs:meat", "default:sword_steel", "default:shovel_steel", "farming:bread", "bucket:bucket_water" } mobs:register_mob("mobs_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.png"}, {"mobs_npc2.png"}, -- female by nuttmeg20 }, child_texture = { {"mobs_npc_baby.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) -- feed to heal npc if mobs:feed_tame(self, clicker, 8, true, true) then return end local item = clicker:get_wielded_item() local name = clicker:get_player_name() -- right clicking with gold lump drops random item from mobs.npc_drops if item:get_name() == "default:gold_lump" then if not minetest.setting_getbool("creative_mode") then item:take_item() clicker:set_wielded_item(item) end local pos = self.object:getpos() pos.y = pos.y + 0.5 minetest.add_item(pos, { name = mobs.npc_drops[math.random(1, #mobs.npc_drops)] }) minetest.chat_send_player(name, S("NPC dropped you an item for gold!")) return end -- See chat --show_chat_option(self.nametag, self, name, chat_options, "Nevermind") -- capture npc with net or lasso mobs:capture_mob(self, clicker, 0, 5, 80, false, nil) -- by right-clicking owner can switch npc between follow and stand if self.owner and self.owner == name then if self.order == "follow" then self.order = "stand" minetest.chat_send_player(name, S("NPC stands still.")) else self.order = "follow" minetest.chat_send_player(name, S("NPC will follow you.")) end end end, }) --mobs:register_spawn("mobs:npc", {"default:dirt_with_grass"}, 20, 0, 7000, 1, 31000) --mobs:spawn_specific("mobs:npc", {"default:brick"}, {"air"}, 0, 15, 1, 1, 1, 0, 200, true) --mobs:register_spawn("mobs:npc", {"mg_villages:plotmarker"}, 20, 0, 1, 7000, 31000) --mobs:spawn_specific("mobs:npc", {"mg_villages:plotmarker"}, {"air"}, 0, 15, 30, 1, 100, 0, 200, true) minetest.register_abm({ label = "NPC spawning", nodenames = {"mg_villages:plotmarker"}, neighbors = {"air"}, interval = 30, chance = 25, catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) if active_object_count_wider > 20 then return end minetest.log("Spawning NPC on: "..dump(pos.x)..", "..dump(pos.y + 1)..", "..dump(pos.z)) minetest.log("Active Object count: "..dump(active_object_count)) minetest.log("Wider object count: "..dump(active_object_count_wider)) pos.y = pos.y + 1 local mob = minetest.add_entity(pos, "mobs_npc:npc") local ent = mob:get_luaentity() if not ent then mob:remove() return end end }) mobs:register_egg("mobs_npc:npc", S("Npc"), "default_brick.png", 1) -- compatibility mobs:alias_mob("mobs:npc", "mobs_npc:npc")