advanced_npc/npc.lua
zorman2000 554fde4643 Adds pathfinding library Jumper by Ronald Yonaba. This includes an implementation of the A* pathfinding algorithm which makes NPC now always get to their goal node.
Pathfinding: Adds functions that allows to map the Minetest 3D map to a 2D array to use by the pathfinding algorithm.
Actions: Use new code for find_path function. Improves door opening while walking on paths, and also now close them. Cottages fence gates and doors are also now supported in addition to the default doors and gates.
Changes to the Readme and the License.
2017-01-06 07:57:42 -05:00

585 lines
19 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.INVENTORY_ITEM_MAX_STACK = 99
npc.ANIMATION_SIT_START = 81
npc.ANIMATION_SIT_END = 160
npc.ANIMATION_LAY_START = 162
npc.ANIMATION_LAY_END = 166
npc.direction = {
north = 0,
east = 1,
south = 2,
west = 3
}
---------------------------------------------------------------------------------------
-- General functions
---------------------------------------------------------------------------------------
-- 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().nametag
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
---------------------------------------------------------------------------------------
-- 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
local function initialize_inventory()
return {
[1] = "", [2] = "", [3] = "", [4] = "",
[5] = "", [6] = "", [7] = "", [8] = "",
[9] = "", [10] = "", [11] = "", [12] = "",
[13] = "", [14] = "", [15] = "", [16] = "",
}
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
-- Dialogue functions
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)
self.freeze = true
--minetest.log("Current Pos: "..dump(self.object:getpos()))
local action_entry = {action=action, args=arguments}
--minetest.log(dump(action_entry))
table.insert(self.actions.queue, action_entry)
end
-- This function removes the first action in the action queue
-- and then exexcutes it
function npc.execute_action(self)
if table.getn(self.actions.queue) == 0 then
return false
end
minetest.log("Executing action")
local action_obj = self.actions.queue[1]
action_obj.action(action_obj.args)
table.remove(self.actions.queue, 1)
return true
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.
-- 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, currency_item_count)
minetest.log("Initial inventory: "..dump(self.inventory))
end
-- Creates new single buy and sell offers for NPCs that
-- trade casually.
local function select_casual_trade_offers(self)
self.trader_data.buy_offers = {
[1] = npc.trade.get_casual_trade_offer(self, npc.trade.OFFER_BUY)
}
self.trader_data.sell_offers = {
[1] = npc.trade.get_casual_trade_offer(self, npc.trade.OFFER_SELL)
}
end
-- Spawn function. Initializes all variables that the
-- NPC will have and choose random, starting values
local function npc_spawn(self, pos)
minetest.log("Spawning new NPC:")
-- Get Lua Entity
local ent = self:get_luaentity()
-- Set name
ent.nametag = ""
-- 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 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
}
-- Declare NPC inventory
ent.inventory = initialize_inventory()
-- Choose items to spawn with
choose_spawn_items(ent)
-- Initialize trading offers if NPC is casual trader
if ent.trader_data.trader_status == npc.trade.CASUAL then
select_casual_trade_offers(ent)
end
-- Action queue
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
action_interval = 1
}
-- This flag is checked on every step. If it is true, the rest of
-- Mobs Redo API is not executed
ent.freeze = false
-- 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 = {}
-- Temporary initialization of actions for testing
local nodes = npc.places.find_new_nearby(ent, {"cottages:tub"}, 30)
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})
npc.actions.walk_to_pos(ent, nodes[1])
--npc.actions.use_bed(ent, nodes[1], npc.actions.const.beds.LAY)
--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.add_action(ent, npc.actions.lay, {self = ent})
--npc.actions.use_bed(ent, nodes[1], npc.actions.const.beds.GET_UP)
-- 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
---------------------------------------------------------------------------------------
-- 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 = {
{"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 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(
"Do you want to give "..item_name.." to "..self.nametag.."?",
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)
-- 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
select_casual_trade_offers(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
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
-- Execute action
npc.execute_action(self)
-- Check if there are more actions to execute
if table.getn(self.actions.queue) == 0 then
-- Unfreeze NPC so the rest of Mobs API work
--self.freeze = false
end
end
return not self.freeze
end
})
-- Spawn
mobs:spawn({
name = "advanced_npc:npc",
nodes = {"mg_villages:plotmarker", "default:stone"},
min_light = 3,
active_object_count = 1,
interval = 5,
chance = 1,
--max_height = 0,
on_spawn = npc_spawn,
})
-------------------------------------------------------------------------
-- 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", ""} },
})