e937cc4ce4
Started progress on node timer-based NPC spawning (WIP)
715 lines
23 KiB
Lua
Executable File
715 lines
23 KiB
Lua
Executable File
-- Advanced NPC by Zorman2000
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-- Based on original NPC by Tenplus1
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local S = mobs.intllib
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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.INVENTORY_ITEM_MAX_STACK = 99
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npc.ANIMATION_STAND_START = 0
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npc.ANIMATION_STAND_END = 79
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npc.ANIMATION_SIT_START = 81
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npc.ANIMATION_SIT_END = 160
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npc.ANIMATION_LAY_START = 162
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npc.ANIMATION_LAY_END = 166
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npc.ANIMATION_WALK_START = 168
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npc.ANIMATION_WALK_END = 187
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npc.direction = {
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north = 0,
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east = 1,
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south = 2,
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west = 3
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}
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npc.action_state = {
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none = 0,
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executing = 1,
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interrupted = 2
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}
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---------------------------------------------------------------------------------------
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-- General functions
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---------------------------------------------------------------------------------------
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-- Gets name of player or NPC
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function npc.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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function npc.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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---------------------------------------------------------------------------------------
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-- Inventory functions
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---------------------------------------------------------------------------------------
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-- NPCs inventories are restrained to 16 slots.
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-- Each slot can hold one item up to 99 count.
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-- Utility function to get item name from a string
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function npc.get_item_name(item_string)
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return ItemStack(item_string):get_name()
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end
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-- Utility function to get item count from a string
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function npc.get_item_count(item_string)
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return ItemStack(item_string):get_count()
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end
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-- Add an item to inventory. Returns true if add successful
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-- These function can be used to give items to other NPCs
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-- given that the "self" variable can be any NPC
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function npc.add_item_to_inventory(self, item_name, count)
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-- Check if NPC already has item
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local existing_item = npc.inventory_contains(self, item_name)
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if existing_item ~= nil and existing_item.item_string ~= nil then
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-- NPC already has item. Get count and see
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local existing_count = npc.get_item_count(existing_item.item_string)
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if (existing_count + count) < npc.INVENTORY_ITEM_MAX_STACK then
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-- Set item here
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self.inventory[existing_item.slot] =
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npc.get_item_name(existing_item.item_string).." "..tostring(existing_count + count)
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return true
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else
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--Find next free slot
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for i = 1, #self.inventory do
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if self.inventory[i] == "" then
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-- Found slot, set item
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self.inventory[i] =
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item_name.." "..tostring((existing_count + count) - npc.INVENTORY_ITEM_MAX_STACK)
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return true
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end
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end
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-- No free slot found
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return false
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end
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else
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-- Find a free slot
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for i = 1, #self.inventory do
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if self.inventory[i] == "" then
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-- Found slot, set item
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self.inventory[i] = item_name.." "..tostring(count)
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return true
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end
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end
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-- No empty slot found
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return false
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end
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end
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-- Same add method but with itemstring for convenience
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function npc.add_item_to_inventory_itemstring(self, item_string)
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local item_name = npc.get_item_name(item_string)
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local item_count = npc.get_item_count(item_string)
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npc.add_item_to_inventory(self, item_name, item_count)
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end
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-- Checks if an item is contained in the inventory. Returns
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-- the item string or nil if not found
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function npc.inventory_contains(self, item_name)
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for key,value in pairs(self.inventory) do
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if value ~= "" and string.find(value, item_name) then
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return {slot=key, item_string=value}
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end
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end
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-- Item not found
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return nil
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end
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-- Removes the item from an NPC inventory and returns the item
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-- with its count (as a string, e.g. "default:apple 2"). Returns
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-- nil if unable to get the item.
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function npc.take_item_from_inventory(self, item_name, count)
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local existing_item = npc.inventory_contains(self, item_name)
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if existing_item ~= nil then
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-- Found item
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local existing_count = npc.get_item_count(existing_item.item_string)
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local new_count = existing_count
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if existing_count - count < 0 then
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-- Remove item first
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self.inventory[existing_item.slot] = ""
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-- TODO: Support for retrieving from next stack. Too complicated
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-- and honestly might be unecessary.
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return item_name.." "..tostring(new_count)
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else
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new_count = existing_count - count
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if new_count == 0 then
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self.inventory[existing_item.slot] = ""
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else
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self.inventory[existing_item.slot] = item_name.." "..new_count
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end
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return item_name.." "..tostring(count)
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end
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else
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-- Not able to take item because not found
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return nil
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end
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end
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-- Same take method but with itemstring for convenience
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function npc.take_item_from_inventory_itemstring(self, item_string)
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local item_name = npc.get_item_name(item_string)
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local item_count = npc.get_item_count(item_string)
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npc.take_item_from_inventory(self, item_name, item_count)
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end
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---------------------------------------------------------------------------------------
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-- Flag functionality
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---------------------------------------------------------------------------------------
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-- TODO: Consider removing them as they are pretty simple and straight forward.
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-- Generic variables or function that help drive some functionality for the NPC.
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function npc.add_flag(self, flag_name, value)
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self.flags[flag_name] = value
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end
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function npc.update_flag(self, flag_name, value)
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self.flags[flag_name] = value
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end
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function npc.get_flag(self, flag_name)
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return self.flags[flag_name]
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end
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---------------------------------------------------------------------------------------
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-- Dialogue functionality
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---------------------------------------------------------------------------------------
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function npc.start_dialogue(self, clicker, show_married_dialogue)
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-- Call dialogue function as normal
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npc.dialogue.start_dialogue(self, clicker, show_married_dialogue)
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-- Check and update relationship if needed
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npc.relationships.dialogue_relationship_update(self, clicker)
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end
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---------------------------------------------------------------------------------------
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-- Action functionality
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---------------------------------------------------------------------------------------
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-- This function adds a function to the action queue.
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-- Actions should be added in strict order for tasks to work as expected.
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function npc.add_action(self, action, arguments)
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local action_entry = {action=action, args=arguments, is_task=false}
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table.insert(self.actions.queue, action_entry)
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end
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-- This function adds task actions in-place, as opposed to
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-- at the end of the queue. This allows for continued order
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function npc.add_task(self, task, args)
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local action_entry = {action=task, args=args, is_task=true}
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table.insert(self.actions.queue, action_entry)
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end
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-- This function removes the first action in the action queue
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-- and then executes it
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function npc.execute_action(self)
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-- Check if an action was interrupted
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if self.actions.current_action_state == npc.action_state.interrupted then
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minetest.log("Inserting interrupted action: ")
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-- Insert into queue the interrupted action
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table.insert(self.actions.queue, 1, self.actions.state_before_lock.interrupted_action)
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-- Clear the action
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self.actions.state_before_lock.interrupted_action = {}
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-- Clear the position
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self.actions.state_before_lock.pos = {}
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end
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local result = nil
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if table.getn(self.actions.queue) == 0 then
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-- Set state to none
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self.actions.current_action_state = npc.action_state.none
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-- Keep state the same if there are no more actions in actions queue
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return self.freeze
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end
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local action_obj = self.actions.queue[1]
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-- If the entry is a task, then push all this new operations in
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-- stack fashion
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if action_obj.is_task == true then
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minetest.log("Executing task")
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-- Backup current queue
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local backup_queue = self.actions.queue
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-- Remove this "task" action from queue
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table.remove(self.actions.queue, 1)
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-- Clear queue
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self.actions.queue = {}
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-- Now, execute the task with its arguments
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action_obj.action(self, action_obj.args)
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-- After all new actions has been added by task, add the previously
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-- queued actions back
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for i = 1, #backup_queue do
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table.insert(self.actions.queue, backup_queue[i])
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end
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else
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minetest.log("Executing action")
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-- Store the action that is being executed
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self.actions.state_before_lock.interrupted_action = action_obj
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-- Store current position
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self.actions.state_before_lock.pos = self.object:getpos()
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-- Execute action as normal
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result = action_obj.action(self, action_obj.args)
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-- Remove task
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table.remove(self.actions.queue, 1)
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-- Set state
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self.actions.current_action_state = npc.action_state.executing
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end
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return result
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end
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function npc.lock_actions(self)
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-- Avoid re-locking if already locked
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if self.actions.action_timer_lock == true then
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return
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end
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local pos = self.object:getpos()
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if self.freeze == false then
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-- Round current pos to avoid the NPC being stopped on positions
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-- where later on can't walk to the correct positions
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-- Choose which position is to be taken as start position
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if self.actions.state_before_lock.pos ~= {} then
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pos = vector.round(self.actions.state_before_lock.pos)
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else
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pos = vector.round(self.object:getpos())
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end
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pos.y = self.object:getpos().y
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end
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-- Stop NPC
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npc.actions.stand(self, {pos=pos})
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-- Avoid all timer execution
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self.actions.action_timer_lock = true
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-- Reset timer so that it has some time after interaction is done
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self.actions.action_timer = 0
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-- Check if there are is an action executing
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if self.actions.current_action_state == npc.action_state.executing
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and self.freeze == false then
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-- Store the current action state
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self.actions.state_before_lock.action_state = self.actions.current_action_state
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-- Set current action state to interrupted
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self.actions.current_action_state = npc.action_state.interrupted
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end
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-- Store the current freeze variable
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self.actions.state_before_lock.freeze = self.freeze
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-- Freeze mobs_redo API
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self.freeze = false
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minetest.log("Locking")
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end
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function npc.unlock_actions(self)
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-- Allow timers to execute
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self.actions.action_timer_lock = false
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-- Restore the value of self.freeze
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self.freeze = self.actions.state_before_lock.freeze
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if table.getn(self.actions.queue) == 0 then
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-- Allow mobs_redo API to execute since action queue is empty
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self.freeze = true
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end
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minetest.log("Unlocked")
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end
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---------------------------------------------------------------------------------------
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-- Schedule functionality
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---------------------------------------------------------------------------------------
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-- Schedules allow the NPC to do different things depending on the time of the day.
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-- The time of the day is in 24 hours and is consistent with the Minetest Game
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-- /time command. Hours will be written as numbers: 1 for 1:00, 13 for 13:00 or 1:00 PM
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-- The API is as following: a schedule can be created for a specific date or for a
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-- day of the week. A date is a string in the format MM:DD
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npc.schedule_types = {
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["generic"] = "generic",
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["date_based"] = "date_based"
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}
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local function get_time_in_hours()
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return minetest.get_timeofday() * 24
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end
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-- Create a schedule on a NPC.
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-- Schedule types:
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-- - Generic: Returns nil if there are already
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-- seven schedules, one for each day of the
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-- week or if the schedule attempting to add
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-- already exists. The date parameter is the
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-- day of the week it represents as follows:
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-- - 1: Monday
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-- - 2: Tuesday
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-- - 3: Wednesday
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-- - 4: Thursday
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-- - 5: Friday
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-- - 6: Saturday
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-- - 7: Sunday
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-- - Date-based: The date parameter should be a
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-- string of the format "MM:DD". If it already
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-- exists, function retuns nil
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function npc.create_schedule(self, schedule_type, date)
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if schedule_type == npc.schedule_types.generic then
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-- Check that there are no more than 7 schedules
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if #self.schedules.generic == 7 then
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-- Unable to add schedule
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return nil
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elseif #self.schedules.generic < 7 then
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-- Check schedule doesn't exists already
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if self.schedules.generic[date] == nil then
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-- Add schedule
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self.schedules.generic[date] = {}
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else
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-- Schedule already present
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return nil
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end
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end
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elseif schedule_type == npc.schedule_types.date then
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-- Check schedule doesn't exists already
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if self.schedules.date_based[date] == nil then
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-- Add schedule
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self.schedules.date_based[date] = {}
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else
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-- Schedule already present
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return nil
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end
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end
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end
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function npc.delete_schedule(self, schedule_type, date)
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-- Delete schedule by setting entry to nil
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self.schedules[schedule_type][date] = nil
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end
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-- Schedule entries API
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-- Allows to add, get, update and delete entries from each
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-- schedule. Attempts to be as safe-fail as possible to avoid crashes.
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-- Actions is an array of actions and tasks that the NPC
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-- will perform at the scheduled time on the scheduled date
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function npc.add_schedule_entry(self, schedule_type, date, time, check, actions)
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-- Check that schedule for date exists
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if self.schedules[schedule_type][date] ~= nil then
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-- Add schedule entry
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if check == nil then
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self.schedules[schedule_type][date][time] = actions
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else
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self.schedules[schedule_type][date][time].check = check
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end
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else
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-- No schedule found, need to be created for date
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return nil
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end
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end
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function npc.get_schedule_entry(self, schedule_type, date, time)
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-- Check if schedule for date exists
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if self.schedules[schedule_type][date] ~= nil then
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-- Return schedule
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return self.schedules[schedule_type][date][time]
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else
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-- Schedule for date not found
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return nil
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end
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end
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function npc.update_schedule_entry(self, schedule_type, date, time, check, actions)
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-- Check schedule for date exists
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if self.schedules[schedule_type][date] ~= nil then
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-- Check that a schedule entry for that time exists
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if self.schedules[schedule_type][date][time] ~= nil then
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-- Set the new actions
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if check == nil then
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self.schedules[schedule_type][date][time] = actions
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else
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self.schedules[schedule_type][date][time].check = check
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end
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else
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-- Schedule not found for specified time
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return nil
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end
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else
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-- Schedule not found for date
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return nil
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end
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end
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function npc.delete_schedule_entry(self, schedule_type, date, time)
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-- Check schedule for date exists
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if self.schedules[schedule_type][date] ~= nil then
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-- Remove schedule entry by setting to nil
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self.schedules[schedule_type][date][time] = nil
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else
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-- Schedule not found for date
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return nil
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end
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end
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---------------------------------------------------------------------------------------
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-- NPC Definition
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---------------------------------------------------------------------------------------
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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 = {-0.20,-1.0,-0.20, 0.20,0.8,0.20},
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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 = 0.,
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walk_velocity = 1,
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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)
|
|
|
|
-- 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()
|
|
|
|
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(
|
|
self,
|
|
"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)
|
|
|
|
if self.trader_data ~= nil then
|
|
-- 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
|
|
end
|
|
|
|
if self.relationships ~= nil then
|
|
-- 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
|
|
end
|
|
|
|
-- Action queue timer
|
|
-- Check if actions and timers aren't locked
|
|
if self.actions ~= nil then
|
|
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
|
|
-- 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
|
|
end
|
|
|
|
-- Schedule timer
|
|
-- Check if schedules are enabled
|
|
if self.schedules ~= nil then
|
|
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
|
|
minetest.log("Adding actions to action queue")
|
|
-- Add to action queue all actions on schedule
|
|
for i = 1, #schedule[time] do
|
|
if schedule[time][i].action == nil then
|
|
-- Add task
|
|
npc.add_task(self, schedule[time][i].task, schedule[time][i].args)
|
|
else
|
|
-- Add action
|
|
npc.add_action(self, schedule[time][i].action, schedule[time][i].args)
|
|
end
|
|
end
|
|
minetest.log("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
|
|
end
|
|
|
|
return self.freeze
|
|
end
|
|
})
|
|
|
|
-- Spawn
|
|
-- mobs:spawn({
|
|
-- name = "advanced_npc:npc",
|
|
-- nodes = {"mg_villages:plotmarker"},
|
|
-- 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", ""} },
|
|
})
|