advanced_npc/npc.lua
2017-06-21 07:16:11 -04:00

1200 lines
40 KiB
Lua
Executable File

-- Advanced NPC by Zorman2000
-- Based on original NPC by Tenplus1
local S = mobs.intllib
npc = {}
-- Constants
npc.FEMALE = "female"
npc.MALE = "male"
npc.age = {
adult = "adult",
child = "child"
}
npc.INVENTORY_ITEM_MAX_STACK = 99
npc.ANIMATION_STAND_START = 0
npc.ANIMATION_STAND_END = 79
npc.ANIMATION_SIT_START = 81
npc.ANIMATION_SIT_END = 160
npc.ANIMATION_LAY_START = 162
npc.ANIMATION_LAY_END = 166
npc.ANIMATION_WALK_START = 168
npc.ANIMATION_WALK_END = 187
npc.direction = {
north = 0,
east = 1,
south = 2,
west = 3,
north_east = 4,
north_west = 5,
south_east = 6,
south_west = 7
}
npc.action_state = {
none = 0,
executing = 1,
interrupted = 2
}
npc.log_level = {
INFO = true,
WARNING = true,
ERROR = true,
DEBUG = false
}
npc.texture_check = {
timer = 0,
interval = 0
}
---------------------------------------------------------------------------------------
-- General functions
---------------------------------------------------------------------------------------
-- Logging
function npc.log(level, message)
if npc.log_level[level] then
minetest.log("[advanced_npc] "..level..": "..message)
end
end
-- NPC chat
function npc.chat(npc_name, player_name, message)
minetest.chat_send_player(player_name, npc_name..": "..message)
end
-- Gets name of player or NPC
function npc.get_entity_name(entity)
if entity:is_player() then
return entity:get_player_name()
else
return entity:get_luaentity().name
end
end
-- Returns the item "wielded" by player or NPC
-- TODO: Implement NPC
function npc.get_entity_wielded_item(entity)
if entity:is_player() then
return entity:get_wielded_item()
end
end
---------------------------------------------------------------------------------------
-- 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 get_random_name(sex)
local i = math.random(#npc.data.FIRST_NAMES[sex])
return npc.data.FIRST_NAMES[sex][i]
end
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
local function get_random_texture(sex, age)
local textures = {}
local filtered_textures = {}
-- Find textures by sex and age
if age == npc.age.adult then
--minetest.log("Registered: "..dump(minetest.registered_entities["advanced_npc:npc"]))
textures = minetest.registered_entities["advanced_npc:npc"].texture_list
elseif age == npc.age.child then
textures = minetest.registered_entities["advanced_npc:npc"].child_texture
end
for i = 1, #textures do
local current_texture = textures[i][1]
if (sex == npc.MALE
and string.find(current_texture, sex)
and not string.find(current_texture, npc.FEMALE))
or (sex == npc.FEMALE
and string.find(current_texture, sex)) then
table.insert(filtered_textures, current_texture)
end
end
-- Check if filtered textures is empty
if filtered_textures == {} then
return textures[1][1]
end
return filtered_textures[math.random(1,#filtered_textures)]
end
-- Choose whether NPC can have relationships. Only 30% of NPCs cannot have relationships
local function can_have_relationships(age)
-- Children can't have relationships
if not age then
return false
end
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
function npc.initialize(entity, pos, is_lua_entity, npc_stats)
npc.log("INFO", "Initializing NPC at "..minetest.pos_to_string(pos))
-- Get variables
local ent = entity
if not is_lua_entity then
ent = entity:get_luaentity()
end
ent.initialized = true
-- Avoid NPC to be removed by mobs_redo API
ent.remove_ok = false
-- Determine sex and age
-- If there's no previous NPC data, sex and age will be randomly chosen.
-- - Sex: Female or male will have each 50% of spawning
-- - Age: 90% chance of spawning adults, 10% chance of spawning children.
-- If there is previous data then:
-- - Sex: The unbalanced sex will get a 75% chance of spawning
-- - Example: If there's one male, then female will have 75% spawn chance.
-- - If there's male and female, then each have 50% spawn chance.
-- - Age: For each two adults, the chance of spawning a child next will be 50%
-- If there's a child for two adults, the chance of spawning a child goes to
-- 40% and keeps decreasing unless two adults have no child.
if npc_stats then
-- Default chances
local male_s, male_e = 0, 50
local female_s, female_e = 51, 100
local adult_s, adult_e = 0, 90
local child_s, child_e = 91, 100
-- Determine sex probabilities
if npc_stats[npc.FEMALE].total > npc_stats[npc.MALE].total then
male_e = 75
female_s, female_e = 76, 100
elseif npc_stats[npc.FEMALE].total < npc_stats[npc.MALE].total then
male_e = 25
female_s, female_e = 26, 100
end
-- Determine age probabilities
if npc_stats["adult_total"] >= 2 then
if npc_stats["adult_total"] % 2 == 0
and (npc_stats["adult_total"] / 2 > npc_stats["child_total"]) then
child_s,child_e = 26, 100
adult_e = 25
else
child_s, child_e = 61, 100
adult_e = 60
end
end
-- Get sex and age based on the probabilities
local sex_chance = math.random(1, 100)
local age_chance = math.random(1, 100)
local selected_sex = ""
local selected_age = ""
-- Select sex
if male_s <= sex_chance and sex_chance <= male_e then
selected_sex = npc.MALE
elseif female_s <= sex_chance and sex_chance <= female_e then
selected_sex = npc.FEMALE
end
-- Set sex for NPC
ent.sex = selected_sex
-- Select age
if adult_s <= age_chance and age_chance <= adult_e then
selected_age = npc.age.adult
elseif child_s <= age_chance and age_chance <= child_e then
selected_age = npc.age.child
ent.visual_size = {
x = 0.5,
y = 0.5
}
ent.collisionbox = {-0.10,-0.50,-0.10, 0.10,0.40,0.10}
ent.is_child = true
ent.child = true
end
-- Set texture accordingly
local selected_texture = get_random_texture(selected_sex, selected_age)
--minetest.log("Selected texture: "..dump(selected_texture))
-- Store selected texture due to the need to restore it later
ent.selected_texture = selected_texture
-- Set texture and base texture
ent.textures = {selected_texture}
ent.base_texture = {selected_texture}
else
-- Get sex based on texture. This is a 50% chance for
-- each sex as there's same amount of textures for male and female.
-- Do not spawn child as first NPC
if (is_female_texture(ent.base_texture)) then
ent.sex = npc.FEMALE
else
ent.sex = npc.MALE
end
end
-- Nametag is initialized to blank
ent.nametag = ""
-- Set name
ent.npc_name = get_random_name(ent.sex)
-- Set ID
ent.npc_id = tostring(math.random(1000, 9999))..":"..ent.npc_name
-- 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(ent.is_child)
-- 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 = {}
},
-- Walking variables -- required for implementing accurate movement code
walking = {
-- Defines whether NPC is walking to specific position or not
is_walking = false,
-- Path that the NPC is following
path = {},
-- Target position the NPC is supposed to walk to in this step. NOTE:
-- This is NOT the end of the path, but the next position in the path
-- relative to the last position
target_pos = {}
}
}
-- 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 = {}
}
-- 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)
--minetest.log(dump(ent))
npc.log("INFO", "Successfully initialized NPC with name "..dump(ent.npc_name)
..", sex: "..ent.sex..", is child: "..dump(ent.is_child)
..", texture: "..dump(ent.textures))
-- Refreshes entity
ent.object:set_properties(ent)
end
---------------------------------------------------------------------------------------
-- Trading functions
---------------------------------------------------------------------------------------
function npc.generate_trade_list_from_inventory(self)
local list = {}
for i = 1, #self.inventory do
list[npc.get_item_name(self.inventory[i])] = {}
end
self.trader_data.trade_list.both = list
end
function npc.set_trading_status(self, status)
-- Set status
self.trader_data.trader_status = status
-- Re-generate trade offers
npc.trade.generate_trade_offers_by_status(self)
end
---------------------------------------------------------------------------------------
-- Inventory functions
---------------------------------------------------------------------------------------
-- NPCs inventories are restrained to 16 slots.
-- Each slot can hold one item up to 99 count.
-- Utility function to get item name from a string
function npc.get_item_name(item_string)
return ItemStack(item_string):get_name()
end
-- Utility function to get item count from a string
function npc.get_item_count(item_string)
return ItemStack(item_string):get_count()
end
-- Add an item to inventory. Returns true if add successful
-- These function can be used to give items to other NPCs
-- given that the "self" variable can be any NPC
function npc.add_item_to_inventory(self, item_name, count)
-- Check if NPC already has item
local existing_item = npc.inventory_contains(self, item_name)
if existing_item ~= nil and existing_item.item_string ~= nil then
-- NPC already has item. Get count and see
local existing_count = npc.get_item_count(existing_item.item_string)
if (existing_count + count) < npc.INVENTORY_ITEM_MAX_STACK then
-- Set item here
self.inventory[existing_item.slot] =
npc.get_item_name(existing_item.item_string).." "..tostring(existing_count + count)
return true
else
--Find next free slot
for i = 1, #self.inventory do
if self.inventory[i] == "" then
-- Found slot, set item
self.inventory[i] =
item_name.." "..tostring((existing_count + count) - npc.INVENTORY_ITEM_MAX_STACK)
return true
end
end
-- No free slot found
return false
end
else
-- Find a free slot
for i = 1, #self.inventory do
if self.inventory[i] == "" then
-- Found slot, set item
self.inventory[i] = item_name.." "..tostring(count)
return true
end
end
-- No empty slot found
return false
end
end
-- Same add method but with itemstring for convenience
function npc.add_item_to_inventory_itemstring(self, item_string)
local item_name = npc.get_item_name(item_string)
local item_count = npc.get_item_count(item_string)
npc.add_item_to_inventory(self, item_name, item_count)
end
-- Checks if an item is contained in the inventory. Returns
-- the item string or nil if not found
function npc.inventory_contains(self, item_name)
for key,value in pairs(self.inventory) do
if value ~= "" and string.find(value, item_name) then
return {slot=key, item_string=value}
end
end
-- Item not found
return nil
end
-- Removes the item from an NPC inventory and returns the item
-- with its count (as a string, e.g. "default:apple 2"). Returns
-- nil if unable to get the item.
function npc.take_item_from_inventory(self, item_name, count)
local existing_item = npc.inventory_contains(self, item_name)
if existing_item ~= nil then
-- Found item
local existing_count = npc.get_item_count(existing_item.item_string)
local new_count = existing_count
if existing_count - count < 0 then
-- Remove item first
self.inventory[existing_item.slot] = ""
-- TODO: Support for retrieving from next stack. Too complicated
-- and honestly might be unecessary.
return item_name.." "..tostring(new_count)
else
new_count = existing_count - count
if new_count == 0 then
self.inventory[existing_item.slot] = ""
else
self.inventory[existing_item.slot] = item_name.." "..new_count
end
return item_name.." "..tostring(count)
end
else
-- Not able to take item because not found
return nil
end
end
-- Same take method but with itemstring for convenience
function npc.take_item_from_inventory_itemstring(self, item_string)
local item_name = npc.get_item_name(item_string)
local item_count = npc.get_item_count(item_string)
npc.take_item_from_inventory(self, item_name, item_count)
end
---------------------------------------------------------------------------------------
-- Flag functionality
---------------------------------------------------------------------------------------
-- TODO: Consider removing them as they are pretty simple and straight forward.
-- Generic variables or function that help drive some functionality for the NPC.
function npc.add_flag(self, flag_name, value)
self.flags[flag_name] = value
end
function npc.update_flag(self, flag_name, value)
self.flags[flag_name] = value
end
function npc.get_flag(self, flag_name)
return self.flags[flag_name]
end
---------------------------------------------------------------------------------------
-- Dialogue functionality
---------------------------------------------------------------------------------------
function npc.start_dialogue(self, clicker, show_married_dialogue)
-- Call dialogue function as normal
npc.dialogue.start_dialogue(self, clicker, show_married_dialogue)
-- Check and update relationship if needed
npc.relationships.dialogue_relationship_update(self, clicker)
end
---------------------------------------------------------------------------------------
-- Action functionality
---------------------------------------------------------------------------------------
-- This function adds a function to the action queue.
-- Actions should be added in strict order for tasks to work as expected.
function npc.add_action(self, action, arguments)
local action_entry = {action=action, args=arguments, is_task=false}
table.insert(self.actions.queue, action_entry)
end
-- This function adds task actions in-place, as opposed to
-- at the end of the queue. This allows for continued order
function npc.add_task(self, task, args)
local action_entry = {action=task, args=args, is_task=true}
table.insert(self.actions.queue, action_entry)
end
-- This function removes the first action in the action queue
-- and then executes it
function npc.execute_action(self)
-- Check if an action was interrupted
if self.actions.current_action_state == npc.action_state.interrupted then
npc.log("DEBUG", "Re-inserting interrupted action for NPC: '"..dump(self.npc_name).."': "..dump(self.actions.state_before_lock.interrupted_action))
-- Insert into queue the interrupted action
table.insert(self.actions.queue, 1, self.actions.state_before_lock.interrupted_action)
-- Clear the action
self.actions.state_before_lock.interrupted_action = {}
-- Clear the position
self.actions.state_before_lock.pos = {}
end
local result = nil
if table.getn(self.actions.queue) == 0 then
-- Set state to none
self.actions.current_action_state = npc.action_state.none
-- Keep state the same if there are no more actions in actions queue
return self.freeze
end
local action_obj = self.actions.queue[1]
if action_obj.action == nil then
return
end
-- If the entry is a task, then push all this new operations in
-- stack fashion
if action_obj.is_task == true then
npc.log("DEBUG", "Executing task for NPC '"..dump(self.npc_name).."': "..dump(action_obj))
-- Backup current queue
local backup_queue = self.actions.queue
-- Remove this "task" action from queue
table.remove(self.actions.queue, 1)
-- Clear queue
self.actions.queue = {}
-- Now, execute the task with its arguments
result = npc.actions.execute(self, action_obj.action, action_obj.args)
--result = action_obj.action(self, action_obj.args)
-- After all new actions has been added by task, add the previously
-- queued actions back
for i = 1, #backup_queue do
table.insert(self.actions.queue, backup_queue[i])
end
else
npc.log("DEBUG", "Executing action for NPC '"..dump(self.npc_name).."': "..dump(action_obj))
-- Store the action that is being executed
self.actions.state_before_lock.interrupted_action = action_obj
-- Store current position
self.actions.state_before_lock.pos = self.object:getpos()
-- Execute action as normal
result = npc.actions.execute(self, action_obj.action, action_obj.args)
--result = action_obj.action(self, action_obj.args)
-- Remove task
table.remove(self.actions.queue, 1)
-- Set state
self.actions.current_action_state = npc.action_state.executing
end
return result
end
function npc.lock_actions(self)
-- Avoid re-locking if already locked
if self.actions.action_timer_lock == true then
return
end
local pos = self.object:getpos()
if self.freeze == false then
-- Round current pos to avoid the NPC being stopped on positions
-- where later on can't walk to the correct positions
-- Choose which position is to be taken as start position
if self.actions.state_before_lock.pos ~= {} then
pos = vector.round(self.actions.state_before_lock.pos)
else
pos = vector.round(self.object:getpos())
end
pos.y = self.object:getpos().y
end
-- Stop NPC
npc.actions.execute(self, npc.actions.cmd.STAND, {pos=pos})
-- Avoid all timer execution
self.actions.action_timer_lock = true
-- Reset timer so that it has some time after interaction is done
self.actions.action_timer = 0
-- Check if there are is an action executing
if self.actions.current_action_state == npc.action_state.executing
and self.freeze == false then
-- Store the current action state
self.actions.state_before_lock.action_state = self.actions.current_action_state
-- Set current action state to interrupted
self.actions.current_action_state = npc.action_state.interrupted
end
-- Store the current freeze variable
self.actions.state_before_lock.freeze = self.freeze
-- Freeze mobs_redo API
self.freeze = false
npc.log("DEBUG", "Locking NPC "..dump(self.npc_id).." actions")
end
function npc.unlock_actions(self)
-- Allow timers to execute
self.actions.action_timer_lock = false
-- Restore the value of self.freeze
self.freeze = self.actions.state_before_lock.freeze
if table.getn(self.actions.queue) == 0 then
-- Allow mobs_redo API to execute since action queue is empty
self.freeze = true
end
npc.log("DEBUG", "Unlocked NPC "..dump(self.npc_id).." actions")
end
---------------------------------------------------------------------------------------
-- Schedule functionality
---------------------------------------------------------------------------------------
-- Schedules allow the NPC to do different things depending on the time of the day.
-- The time of the day is in 24 hours and is consistent with the Minetest Game
-- /time command. Hours will be written as numbers: 1 for 1:00, 13 for 13:00 or 1:00 PM
-- The API is as following: a schedule can be created for a specific date or for a
-- day of the week. A date is a string in the format MM:DD
npc.schedule_types = {
["generic"] = "generic",
["date_based"] = "date_based"
}
npc.schedule_properties = {
put_item = "put_item",
take_item = "take_item",
trader_status = "trader_status"
}
local function get_time_in_hours()
return minetest.get_timeofday() * 24
end
-- Create a schedule on a NPC.
-- Schedule types:
-- - 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:
-- - 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
function npc.create_schedule(self, schedule_type, date)
if schedule_type == npc.schedule_types.generic then
-- Check that there are no more than 7 schedules
if #self.schedules.generic == 7 then
-- Unable to add schedule
return nil
elseif #self.schedules.generic < 7 then
-- Check schedule doesn't exists already
if self.schedules.generic[date] == nil then
-- Add schedule
self.schedules.generic[date] = {}
else
-- Schedule already present
return nil
end
end
elseif schedule_type == npc.schedule_types.date then
-- Check schedule doesn't exists already
if self.schedules.date_based[date] == nil then
-- Add schedule
self.schedules.date_based[date] = {}
else
-- Schedule already present
return nil
end
end
end
function npc.delete_schedule(self, schedule_type, date)
-- Delete schedule by setting entry to nil
self.schedules[schedule_type][date] = nil
end
-- Schedule entries API
-- Allows to add, get, update and delete entries from each
-- schedule. Attempts to be as safe-fail as possible to avoid crashes.
-- Actions is an array of actions and tasks that the NPC
-- will perform at the scheduled time on the scheduled date
function npc.add_schedule_entry(self, schedule_type, date, time, check, actions)
-- Check that schedule for date exists
if self.schedules[schedule_type][date] ~= nil then
-- Add schedule entry
if check == nil then
self.schedules[schedule_type][date][time] = actions
else
self.schedules[schedule_type][date][time].check = check
end
else
-- No schedule found, need to be created for date
return nil
end
end
function npc.get_schedule_entry(self, schedule_type, date, time)
-- Check if schedule for date exists
if self.schedules[schedule_type][date] ~= nil then
-- Return schedule
return self.schedules[schedule_type][date][time]
else
-- Schedule for date not found
return nil
end
end
function npc.update_schedule_entry(self, schedule_type, date, time, check, actions)
-- Check schedule for date exists
if self.schedules[schedule_type][date] ~= nil then
-- Check that a schedule entry for that time exists
if self.schedules[schedule_type][date][time] ~= nil then
-- Set the new actions
if check == nil then
self.schedules[schedule_type][date][time] = actions
else
self.schedules[schedule_type][date][time].check = check
end
else
-- Schedule not found for specified time
return nil
end
else
-- Schedule not found for date
return nil
end
end
function npc.delete_schedule_entry(self, schedule_type, date, time)
-- Check schedule for date exists
if self.schedules[schedule_type][date] ~= nil then
-- Remove schedule entry by setting to nil
self.schedules[schedule_type][date][time] = nil
else
-- Schedule not found for date
return nil
end
end
function npc.schedule_change_property(self, property, args)
if property == npc.schedule_properties.trader_status then
-- Get status from args
local status = args.status
-- Set status to NPC
npc.set_trading_status(self, status)
elseif property == npc.schedule_properties.put_item then
elseif property == npc.schedule_properties.take_item then
end
end
---------------------------------------------------------------------------------------
-- NPC Definition
---------------------------------------------------------------------------------------
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 = {-0.20,-1.0,-0.20, 0.20,0.8,0.20},
--collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
visual = "mesh",
mesh = "character.b3d",
drawtype = "front",
textures = {
{"npc_male1.png"},
{"npc_male2.png"},
{"npc_male3.png"},
{"npc_male4.png"},
{"npc_male5.png"},
{"npc_male6.png"},
{"npc_female1.png"}, -- female by nuttmeg20
},
child_texture = {
{"npc_baby_male1.png"},
{"npc_baby_female1.png"},
},
makes_footstep_sound = true,
sounds = {},
-- Added walk chance
walk_chance = 30,
-- Added stepheight
stepheight = 0.6,
walk_velocity = 1,
run_velocity = 3,
jump = false,
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)
-- Rotate NPC toward its clicker
npc.dialogue.rotate_npc_to_player(self)
-- Get information from clicker
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
--self.child = true
--self.textures = {"mobs_npc_child_male1.png"}
--self.base_texture = "mobs_npc_child_male1.png"
--self.object:set_properties(self)
--npc.log("INFO", "NPC places: "..dump(self.places_map))
npc.log("DEBUG", "Right-clicked NPC: "..dump(self))
-- Receive gift or start chat. If player has no item in hand
-- then it is going to start chat directly
if self.can_have_relationship and item:to_table() ~= nil then
-- Get item name
local item = minetest.registered_items[item:get_name()]
local item_name = item.description
-- Show dialogue to confirm that player is giving item as gift
npc.dialogue.show_yes_no_dialogue(
self,
"Do you want to give "..item_name.." to "..self.npc_name.."?",
npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX..item_name,
function()
npc.relationships.receive_gift(self, clicker)
end,
npc.dialogue.NEGATIVE_ANSWER_LABEL,
function()
npc.start_dialogue(self, clicker, true)
end,
name
)
else
npc.start_dialogue(self, clicker, true)
end
end,
do_custom = function(self, dtime)
if self.initialized == nil then
-- Initialize NPC if spawned using the spawn egg built in from
-- mobs_redo. This functionality will be removed in the future in
-- favor of a better manual spawning method with customization
npc.log("WARNING", "Initializing NPC from entity step. This message should only be appearing if an NPC is being spawned from inventory with egg!")
npc.initialize(self, self.object:getpos(), true)
self.tamed = false
self.owner = nil
else
-- NPC is initialized, check other variables
-- Check child texture issues
if self.is_child then
-- Check texture
npc.texture_check.timer = npc.texture_check.timer + dtime
if npc.texture_check.timer > npc.texture_check.interval then
-- Reset timer
npc.texture_check.timer = 0
-- Set hornytimer to zero every 60 seconds so that children
-- don't grow automatically
self.hornytimer = 0
-- Set correct textures
self.texture = {self.selected_texture}
self.base_texture = {self.selected_texture}
self.object:set_properties(self)
-- Set interval to large interval so this code isn't called frequently
npc.texture_check.interval = 60
end
end
-- Timer function for casual traders to reset their trade offers
self.trader_data.change_offers_timer = self.trader_data.change_offers_timer + dtime
-- Check if time has come to change offers
if self.trader_data.trader_status == npc.trade.CASUAL and
self.trader_data.change_offers_timer >= self.trader_data.change_offers_timer_interval then
-- Reset timer
self.trader_data.change_offers_timer = 0
-- Re-select casual trade offers
npc.trade.generate_trade_offers_by_status(self)
end
-- Timer function for gifts
for i = 1, #self.relationships do
local relationship = self.relationships[i]
-- Gift timer check
if relationship.gift_timer_value < relationship.gift_interval then
relationship.gift_timer_value = relationship.gift_timer_value + dtime
elseif relationship.talk_timer_value < relationship.gift_interval then
-- Relationship talk timer - only allows players to increase relationship
-- by talking on the same intervals as gifts
relationship.talk_timer_value = relationship.talk_timer_value + dtime
else
-- Relationship decrease timer
if relationship.relationship_decrease_timer_value
< relationship.relationship_decrease_interval then
relationship.relationship_decrease_timer_value =
relationship.relationship_decrease_timer_value + dtime
else
-- Check if married to decrease half
if relationship.phase == "phase6" then
-- Avoid going below the marriage phase limit
if (relationship.points - 0.5) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
relationship.points = relationship.points - 0.5
end
else
relationship.points = relationship.points - 1
end
relationship.relationship_decrease_timer_value = 0
--minetest.log(dump(self))
end
end
end
-- Action queue timer
-- Check if actions and timers aren't locked
if self.actions.action_timer_lock == false then
-- Increment action timer
self.actions.action_timer = self.actions.action_timer + dtime
if self.actions.action_timer >= self.actions.action_interval then
-- Reset action timer
self.actions.action_timer = 0
-- Check if NPC is walking
if self.actions.walking.is_walking == true then
local pos = self.actions.walking.target_pos
self.object:moveto({x=pos.x, y=pos.y + 0.5, z=pos.z})
end
-- Execute action
self.freeze = npc.execute_action(self)
-- Check if there are still remaining actions in the queue
if self.freeze == nil and table.getn(self.actions.queue) > 0 then
self.freeze = false
end
end
end
-- Schedule timer
-- Check if schedules are enabled
if self.schedules.enabled == true then
-- Get time of day
local time = get_time_in_hours()
-- Check if time is an hour
if time % 1 < 0.1 and self.schedules.lock == false then
-- Activate lock to avoid more than one entry to this code
self.schedules.lock = true
-- Get integer part of time
time = (time) - (time % 1)
-- Check if there is a schedule entry for this time
-- Note: Currently only one schedule is supported, for day 0
--minetest.log("Time: "..dump(time))
local schedule = self.schedules.generic[0]
if schedule ~= nil then
-- Check if schedule for this time exists
--minetest.log("Found default schedule")
if schedule[time] ~= nil then
-- Check if schedule has a check function
if schedule[time].check ~= nil then
-- Execute check function and then add corresponding action
-- to action queue. This is for jobs.
-- TODO: Need to implement
else
npc.log("DEBUG", "Adding actions to action queue")
-- Add to action queue all actions on schedule
for i = 1, #schedule[time] do
--minetest.log("schedule[time]: "..dump(schedule[time]))
if schedule[time][i].task ~= nil then
-- Add task
npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
elseif schedule[time][i].action ~= nil then
-- Add action
npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
elseif schedule[time][i].property ~= nil then
-- Change NPC property
npc.schedule_change_property(self, schedule[time][i].property, schedule[time][i].args)
end
end
npc.log("DEBUG", "New action queue: "..dump(self.actions))
end
end
end
else
-- Check if lock can be released
if time % 1 > 0.1 then
-- Release lock
self.schedules.lock = false
end
end
end
return self.freeze
end
end
})
-- Spawn
-- mobs:spawn({
-- name = "advanced_npc:npc",
-- nodes = {"advanced_npc:plotmarker_auto_spawner", "mg_villages:plotmarker"},
-- min_light = 3,
-- active_object_count = 1,
-- interval = 5,
-- chance = 1,
-- --max_height = 0,
-- on_spawn = npc.initialize
-- })
-------------------------------------------------------------------------
-- Item definitions
-------------------------------------------------------------------------
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 = "marriage_ring.png",
})
-- Marriage ring craft recipe
minetest.register_craft({
output = "advanced_npc:marriage_ring",
recipe = { {"", "", ""},
{"", "default:diamond", ""},
{"", "default:gold_ingot", ""} },
})