advanced_npc/npc.lua
Hector Franqui e79fb91ff3 Dialogues: Re-write dialogues to allow Minetest's like registration system instead of the actual table lookup system. In general, dialogues now are registered in similar fashion as nodes, entities and others are registered in Minetest.
Relationships: Re-write to the way favorite/disliked items are defined, now allow Minetest's like registration as well.
Random data: Random data now includes registrations for gift items and dialogues.
2017-07-13 19:01:28 -04:00

1286 lines
41 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 = 2
}
---------------------------------------------------------------------------------------
-- 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
function npc.get_random_texture_from_array(age, sex, textures)
local filtered_textures = {}
for i = 1, #textures do
local current_texture = textures[i]
-- Filter by age
if (sex == npc.MALE
and string.find(current_texture, sex)
and not string.find(current_texture, npc.FEMALE)
and ((age == npc.age.adult
and not string.find(current_texture, npc.age.child))
or (age == npc.age.child
and string.find(current_texture, npc.age.child))
)
)
or (sex == npc.FEMALE
and string.find(current_texture, sex)
and ((age == npc.age.adult
and not string.find(current_texture, npc.age.child))
or (age == npc.age.child
and string.find(current_texture, npc.age.child))
)
) then
table.insert(filtered_textures, current_texture)
end
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(is_child)
-- Children can't have relationships
if is_child 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
-- 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 = 0.60,
y = 0.60
}
ent.collisionbox = {-0.10,-0.50,-0.10, 0.10,0.40,0.10}
ent.is_child = true
-- For mobs_redo
ent.child = true
end
-- Store the selected age
ent.age = selected_age
-- 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)
--ent.infotext = "Interested in relationships: "..dump(ent.can_have_relationship)
-- Flag to determine if NPC can receive gifts
ent.can_receive_gifts = ent.can_have_relationship
-- 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, "phase1")
-- 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,
-- Queue of schedules executed
-- Used to calculate dependencies
temp_executed_queue = {},
-- 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)
ent.initialized = true
--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",
put_multiple_items = "put_multiple_items",
take_item = "take_item",
trader_status = "trader_status",
can_receive_gifts = "can_receive_gifts"
}
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
local itemstring = args.itemstring
-- Add item
npc.add_item_to_inventory_itemstring(self, itemstring)
elseif property == npc.schedule_properties.put_multiple_items then
local itemlist = args.itemlist
for i = 1, #itemlist do
local itemlist_entry = itemlist[i]
local current_itemstring = itemlist[i].name
if itemlist_entry.random == true then
current_itemstring = current_itemstring
.." "..dump(math.random(itemlist_entry.min, itemlist_entry.max))
else
current_itemstring = current_itemstring.." "..tostring(itemlist_entry.count)
end
-- Add item to inventory
npc.add_item_to_inventory_itemstring(self, current_itemstring)
end
elseif property == npc.schedule_properties.take_item then
local itemstring = args.itemstring
-- Add item
npc.take_item_from_inventory_itemstring(self, itemstring)
elseif property == npc.schedule_properties.can_receive_gifts then
local value = args.can_receive_gifts
-- Set status
self.can_receive_gifts = value
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_child_male1.png"},
{"npc_child_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()
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
minetest.log("self.can_have_relationship: "..dump(self.can_have_relationship)..", self.can_receive_gifts: "..dump(self.can_receive_gifts)..", table: "..dump(item:to_table()))
if self.can_have_relationship
and self.can_receive_gifts
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)
npc.log("WARNING", "Corrected textures on NPC child "..dump(self.npc_name))
-- 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]))
-- Check chance
local execution_chance = math.random(1, 100)
if not schedule[time][i].chance or
(schedule[time][i].chance and execution_chance <= schedule[time][i].chance) then
-- Check if entry has dependency on other entry
local dependencies_met = nil
if schedule[time][i].depends then
dependencies_met = npc.utils.array_is_subset_of_array(
self.schedules.temp_executed_queue,
schedule[time][i].depends)
end
-- Check for dependencies being met
if dependencies_met == nil or dependencies_met == true then
-- Add tasks
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
-- Backward compatibility check
if self.schedules.temp_executed_queue then
-- Add into execution queue to meet dependency
table.insert(self.schedules.temp_executed_queue, i)
end
end
end
end
-- Clear execution queue
self.schedules.temp_executed_queue = {}
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", ""} },
})