9ee5c186f1
Removed child options for gifts, relationships and favorite items.
508 lines
15 KiB
Lua
Executable File
508 lines
15 KiB
Lua
Executable File
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local S = mobs.intllib
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-- Advanced NPC by Zorman2000
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-- Based on original NPC by Tenplus1
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npc = {}
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-- Constants
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npc.FEMALE = "female"
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npc.MALE = "male"
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npc.ITEM_GIFT_EFFECT = 2.5
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npc.RELATIONSHIP_PHASE1_LIMIT = 10
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npc.RELATIONSHIP_PHASE2_LIMIT = 25
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npc.RELATIONSHIP_PHASE3_LIMIT = 45
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npc.RELATIONSHIP_PHASE4_LIMIT = 70
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npc.RELATIONSHIP_PHASE5_LIMIT = 100
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npc.FAVORITE_ITEMS = {
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female = {
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"default:apple",
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"farming:bread",
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"mobs:meat",
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"default:pick_steel",
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"default:shovel_steel",
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"default:sword_steel"
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},
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male = {
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"default:apple",
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"farming:bread",
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"mobs:meat",
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"default:pick_steel",
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"default:shovel_steel",
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"default:sword_steel"
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}
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}
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-- TODO: Complete responses for female and males, both adult and child
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npc.GIFT_RESPONSES = {
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female = {
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{
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phase1 = "Thank you!",
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phase2 = "It is very appreciated! Thanks!",
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phase3 = "Thank you! You definetely are special...",
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phase4 = "Awww, you are so great!",
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phase5 = "Oh, so cute! Thank you! I love you!",
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phase6 = "Thank you my dear! You are the greatest husband!"
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},
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{
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phase1 = "Thank you!",
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phase2 = "It is very appreciated! Thanks!",
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phase3 = "Thank you! You definetely are special...",
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phase4 = "Awww, you are so great!",
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phase5 = "Oh, so cute! Thank you! I love you!",
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phase6 = "Thank you my dear! You are the greatest husband!"
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},
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{
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phase1 = "Thank you!",
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phase2 = "It is very appreciated! Thanks!",
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phase3 = "Thank you! You definetely are special...",
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phase4 = "Awww, you are so great!",
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phase5 = "Oh, so cute! Thank you! I love you!",
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phase6 = "Thank you my dear! You are the greatest husband!"
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},
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{
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phase1 = "Thank you!",
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phase2 = "It is very appreciated! Thanks!",
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phase3 = "Thank you! You definetely are special...",
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phase4 = "Awww, you are so great!",
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phase5 = "Oh, so cute! Thank you! I love you!",
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phase6 = "Thank you my dear! You are the greatest husband!"
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},
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{
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phase1 = "Thank you!",
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phase2 = "It is very appreciated! Thanks!",
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phase3 = "Thank you! You definetely are special...",
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phase4 = "Awww, you are so great!",
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phase5 = "Oh, so cute! Thank you! I love you!",
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phase6 = "Thank you my dear! You are the greatest husband!"
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}
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},
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male = {
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}
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}
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mobs.npc_drops = {
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"default:pick_steel", "mobs:meat", "default:sword_steel",
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"default:shovel_steel", "farming:bread", "bucket:bucket_water"
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}
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-- General functions
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-- Gets name of player or NPC
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local function get_entity_name(entity)
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if entity:is_player() then
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return entity:get_player_name()
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else
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return entity:get_luaentity().nametag
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end
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end
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-- Returns the item "wielded" by player or NPC
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-- TODO: Implement NPC
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local function get_entity_wielded_item(entity)
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if entity:is_player() then
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return entity:get_wielded_item()
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end
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end
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-- Functions on right click
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---------------------------------------------------------------------------------------
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-- Gift and relationship system
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---------------------------------------------------------------------------------------
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-- Each NPCs has 2 favorite and 2 disliked items. These items are chosen at spawn
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-- time and will be re-chosen when the age changes (from child to adult, for example).
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-- The items are chosen from the npc.FAVORITE_ITEMS table, and depends on sex and age.
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-- A player, via right-click, or another NPC, can gift an item to a NPC. In the case
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-- of the player, the player will give one of the currently wielded item. Gifts can be
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-- given only once per some time period, the NPC will reject the given item if still
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-- the period isn't over.
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-- If the NPC is neutral on the item (meanining it's neither favorite or disliked), it
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-- is possible it will not accept it, and the relationship the giver has with the NPC
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-- will be unchanged.
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-- In the other hand, if the item given its a favorite, the relationship points the NPC
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-- has with giver will increase by a given amount, depending on favoriteness. Favorite 1
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-- will increase the relationship by 2 * npc.ITEM_GIFT_EFFECT, and favorite 2 only by
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-- npc.ITEM_GIFT_EFFECT. Similarly, if the item given is a disliked item, the NPC will
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-- not take it, and its relationship points with the giver will decrease by 2 or 1 times
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-- npc.ITEM_GIFT_EFFECT.
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-- Relationship functions
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---------------------------------------------------------------------------------------
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-- Creates a relationship with a given player or NPC
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local function create_relationship(self, clicker_name)
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local count = #self.relationships
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self.relationships[count + 1] = {
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name = clicker_name,
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points = 0
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}
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end
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-- Returns a relationship points
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local function get_relationship_points(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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return self.relationships[i].points
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end
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end
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return nil
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end
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-- Updates relationship with given points
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local function update_relationship(self, clicker_name, modifier)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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self.relationships[i].points = self.relationships[i].points + modifier
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return
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end
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end
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end
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-- Checks if a relationship with given player or NPC exists
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local function check_relationship_exists(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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return true
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end
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end
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return false
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end
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-- Gifts functions
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---------------------------------------------------------------------------------------
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-- This function selects two random items from the npc.favorite_items table
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-- It checks both for age and for sex for choosing the items
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local function select_random_favorite_items(sex)
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local result = {}
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local items = {}
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-- Filter sex
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if sex == npc.FEMALE then
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items = npc.FAVORITE_ITEMS.female
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else
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items = npc.FAVORITE_ITEMS.male
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end
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result.fav1 = items[math.random(1, #items)]
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result.fav2 = items[math.random(1, #items)]
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return result
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end
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-- Displays message and hearts depending on relationship level
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local function show_receive_gift_reaction(self, clicker_name)
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local points = get_relationship_points(self, clicker_name)
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local chat_messages = {}
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if self.sex == npc.FEMALE then
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chat_messages = npc.GIFT_RESPONSES.female[1]
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minetest.log(dump(chat_messages))
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end
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local pos = self.object:getpos()
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local message_to_send = ""
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-- Positive relationship reactions
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if points >= 0 then
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if points < npc.RELATIONSHIP_PHASE1_LIMIT then
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message_to_send = chat_messages.phase1
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elseif points < npc.RELATIONSHIP_PHASE2_LIMIT then
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message_to_send = chat_messages.phase2
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elseif points < npc.RELATIONSHIP_PHASE3_LIMIT then
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message_to_send = chat_messages.phase3
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 2, "heart.png")
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elseif points < npc.RELATIONSHIP_PHASE4_LIMIT then
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message_to_send = chat_messages.phase4
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png")
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elseif points < npc.RELATIONSHIP_PHASE5_LIMIT then
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message_to_send = chat_messages.phase5
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 6, "heart.png")
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-- This will show when players are married
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elseif points > npc.RELATIONSHIP_PHASE5_LIMIT then
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message_to_send = chat_messages.phase6
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png")
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end
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-- Send message
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minetest.chat_send_player(clicker_name, message_to_send)
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-- Relationship is in negative state
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elseif points < 0 then
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end
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end
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-- Receive gift function; applies relationship points as explained above
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-- Also, creates a relationship object if not present
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local function receive_gift(self, clicker)
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-- Return if clicker is not offering an item
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local item = get_entity_wielded_item(clicker)
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if item:get_name() == "" then return false end
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-- Get clicker name
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local clicker_name = get_entity_name(clicker)
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-- If NPC received a gift, then reject any more gifts for now
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if self.gift_data.gift_timer_value < self.gift_data.gift_interval then
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minetest.chat_send_player(clicker_name, "Thanks, but I don't need anything for now")
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return false
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end
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-- Create relationship if it doesn't exists
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if check_relationship_exists(self, clicker_name) == false then
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create_relationship(self, clicker_name)
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end
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-- If NPC is ready for marriage, do no accept anything else but the ring,
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-- and that with only a certain chance. The self.owner is to whom is married
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-- this NPC... he he.
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minetest.log(get_relationship_points(self, clicker_name))
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if get_relationship_points(self, clicker_name) >= npc.RELATIONSHIP_PHASE5_LIMIT
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and self.owner ~= clicker_name
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and item:get_name() ~= "advanced_npc:marriage_ring" then
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minetest.chat_send_player(clicker_name, "Thank you my love, but I think that you have given me")
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minetest.chat_send_player(clicker_name, "enough gifts for now. Maybe we should go a step further")
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self.gift_data.gift_timer_value = 0
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return true
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elseif get_relationship_points(self, clicker_name) >= npc.RELATIONSHIP_PHASE5_LIMIT
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and item:get_name() == "advanced_npc:marriage_ring" then
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-- If the player/entity is offering a marriage ring, then NPC will accept with a 50%
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-- chance to marry the clicker
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local receive_chance = math.random(1, 10)
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-- Receive ring and get married
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if receive_chance < 6 then
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minetest.chat_send_player(clicker_name, "Oh, oh you make me so happy! Yes! I will marry you!")
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-- Get ring
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item:take_item()
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clicker:set_wielded_item(item)
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-- Show marriage reaction
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local pos = self.object:getpos()
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 20, "heart.png", 4)
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-- Give 100 points, so NPC is really happy on marriage
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update_relationship(self, clicker_name, 100)
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-- This sets the married state, for now. Hehe
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self.owner = clicker_name
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self.gift_data.gift_timer_value = 0
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return true
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-- Reject ring for now
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else
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minetest.chat_send_player(clicker_name, "Dear, I feel the same as you. But maybe not yet...")
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self.gift_data.gift_timer_value = 0
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return true
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end
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end
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-- Modifies relationship depending on given item
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local modifier = 0
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local take = true
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local show_reaction = false
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if item:get_name() == self.gift_data.favorite_items.fav1 then
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modifier = 2 * npc.ITEM_GIFT_EFFECT
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show_reaction = true
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elseif item:get_name() == self.gift_data.favorite_items.fav2 then
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modifier = npc.ITEM_GIFT_EFFECT
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show_reaction = true
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else
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-- If item is not a favorite or a dislike, then receive chance
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-- if 70%
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local receive_chance = math.random(1,10)
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if receive_chance < 7 then
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minetest.chat_send_player(clicker_name, "Thanks. I will find some use for this.")
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else
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minetest.chat_send_player(clicker_name, "Thank you, but no, I have no use for this.")
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take = false
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end
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show_reaction = false
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end
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-- Take item if NPC accepted it
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if take == true then
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item:take_item()
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clicker:set_wielded_item(item)
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end
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-- Show NPC reaction to gift
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if show_reaction == true then
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show_receive_gift_reaction(self, clicker_name)
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end
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-- Update relationship status
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update_relationship(self, clicker_name, modifier)
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minetest.log(dump(self))
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self.gift_data.gift_timer_value = 0
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return true
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end
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-- Chat functions
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local function start_chat(self, clicker)
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local name = get_entity_name(clicker)
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-- Married player can tell NPC to follow or to stay at a given place
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-- TODO: Improve this. There should be a dialogue box for this
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if self.owner and self.owner == name then
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if self.order == "follow" then
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self.order = "stand"
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minetest.chat_send_player(name, S("Ok dear, I will wait here for you."))
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else
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self.order = "follow"
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minetest.chat_send_player(name, S("Let's go honey!"))
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end
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end
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end
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mobs:register_mob("advanced_npc:npc", {
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type = "npc",
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passive = false,
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damage = 3,
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attack_type = "dogfight",
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attacks_monsters = true,
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-- Added group attack
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group_attack = true,
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--pathfinding = true,
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pathfinding = 1,
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hp_min = 10,
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hp_max = 20,
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armor = 100,
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collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
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visual = "mesh",
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mesh = "character.b3d",
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drawtype = "front",
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textures = {
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{"mobs_npc_male1.png"},
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{"mobs_npc_female1.png"}, -- female by nuttmeg20
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},
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child_texture = {
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{"mobs_npc_baby_male1.png"}, -- derpy baby by AmirDerAssassine
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},
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makes_footstep_sound = true,
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sounds = {},
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-- Added walk chance
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walk_chance = 30,
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-- Added stepheight
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stepheight = 1,
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walk_velocity = 2,
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run_velocity = 3,
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jump = true,
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drops = {
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{name = "default:wood", chance = 1, min = 1, max = 3},
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{name = "default:apple", chance = 2, min = 1, max = 2},
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{name = "default:axe_stone", chance = 5, min = 1, max = 1},
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},
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water_damage = 0,
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lava_damage = 2,
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light_damage = 0,
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--follow = {"farming:bread", "mobs:meat", "default:diamond"},
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view_range = 15,
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owner = "",
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order = "follow",
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--order = "stand",
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fear_height = 3,
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animation = {
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speed_normal = 30,
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speed_run = 30,
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stand_start = 0,
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stand_end = 79,
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walk_start = 168,
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walk_end = 187,
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run_start = 168,
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run_end = 187,
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punch_start = 200,
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punch_end = 219,
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},
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on_rightclick = function(self, clicker)
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local item = clicker:get_wielded_item()
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local name = clicker:get_player_name()
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minetest.log(dump(self))
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-- Receive gift or start chat
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if receive_gift(self, clicker) == false then
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start_chat(self, clicker)
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end
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end,
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})
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-- This function checks for "female" text on the texture name
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local function is_female_texture(textures)
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for i = 1, #textures do
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if string.find(textures[i], "female") ~= nil then
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return true
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end
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end
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return false
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end
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local function npc_spawn(self, pos)
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minetest.log("Spawning new NPC:")
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local ent = self:get_luaentity()
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ent.nametag = "Kio"
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-- Determine sex based on textures
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if (is_female_texture(ent.base_texture)) then
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ent.sex = npc.FEMALE
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else
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ent.sex = npc.MALE
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end
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-- Initialize all gift data
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ent.gift_data = {
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-- Choose favorite items
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favorite_items = select_random_favorite_items(ent.sex),
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-- How frequent can the NPC receive a gift
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gift_interval = 10,
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-- Current timer count since last gift
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gift_timer_value = 0
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}
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-- Timer function for gifts
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ent.on_step = function(self, dtime)
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if self.gift_data.gift_timer_value < self.gift_data.gift_interval then
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self.gift_data.gift_timer_value = self.gift_data.gift_timer_value + dtime
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minetest.log(dump(self.gift_data.gift_timer_value))
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end
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end
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-- Initialize relationships object
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ent.relationships = {}
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minetest.log(dump(ent))
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end
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-- Spawn
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mobs:spawn({
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name = "advanced_npc:npc",
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nodes = {"default:stone"},
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min_light = 3,
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active_object_count = 1,
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interval = 5,
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chance = 1,
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--max_height = 0,
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on_spawn = npc_spawn,
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})
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mobs:register_egg("advanced_npc:npc", S("Npc"), "default_brick.png", 1)
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-- compatibility
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mobs:alias_mob("mobs:npc", "advanced_npc:npc")
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-- Marriage ring
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minetest.register_craftitem("advanced_npc:marriage_ring", {
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description = S("Marriage Ring"),
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inventory_image = "diamond_ring.png",
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})
|
|
|
|
-- Marriage ring craft recipe
|
|
minetest.register_craft({
|
|
output = "advanced_npc:marriage_ring",
|
|
recipe = { {"", "", ""},
|
|
{"", "default:diamond", ""},
|
|
{"", "default:gold_ingot", ""} },
|
|
})
|