Camas/mods/mobs/mob_npc.lua

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-- Npc by TenPlus1
-- Modded by KaadmY
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local S = minetest.get_translator("mobs")
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local npc_types = {
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{ "farmer", S("Farmer") },
{ "tavernkeeper", S("Tavern Keeper") },
{ "blacksmith", S("Blacksmith") },
{ "butcher", S("Butcher") },
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}
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local msgs = {
npc = {
farmer = S("Hi! I'm a farmer. I sell farming goods."),
tavernkeeper = S("Hi! I'm a tavernkeeper. I trade with assorted goods."),
blacksmith = S("Hi! I'm a blacksmith. I sell metal products."),
butcher = S("Hi! I'm a butcher. Want to buy something?"),
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},
trade = {
S("If you want to trade, show me a trading book."),
},
full_already = {
S("I don't want to eat anymore!"),
S("I'm not hungry!"),
S("I'm full already."),
S("I don't want food right now."),
},
eat_full = {
S("Ah, now I'm fully energized!"),
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S("Thanks, now I'm filled up."),
S("Thank you, now I feel much better!"),
},
eat_normal = {
S("Munch-munch!"),
S("Yummies!"),
S("Yum-yum!"),
S("Chomp!"),
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S("Thanks!"),
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},
hungry = {
S("I could use a snack."),
S("I'm a bit hungry."),
},
happy = {
S("Hello!"),
S("Nice to see you."),
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S("Life is beautiful."),
S("I feel good."),
S("Have a nice day!"),
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},
hurt = {
S("I don't feel so good."),
S("I ... I am hurt."),
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S("I feel weak."),
S("My head hurts."),
S("I have a bad day today."),
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},
hostile = {
S("Screw you!"),
}
}
local function say(text, to_player)
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minetest.chat_send_player(to_player, S("Villager says: “@1”", text))
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end
local function say_random(mtype, to_player)
local r = math.random(1, #msgs[mtype])
local text = msgs[mtype][r]
say(text, to_player)
end
for _, npc_type_table in pairs(npc_types) do
local npc_type = npc_type_table[1]
local npc_name = npc_type_table[2]
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mobs:register_mob(
"mobs:npc_" .. npc_type,
{
type = "npc",
passive = false,
collides_with_objects = false,
damage = 3,
attack_type = "dogfight",
attacks_monsters = true,
hp_min = 10,
hp_max = 20,
armor = 80,
collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
visual = "mesh",
mesh = "mobs_npc.b3d",
drawtype = "front",
textures = {
{"mobs_npc1.png"},
{"mobs_npc2.png"},
},
makes_footstep_sound = true,
sounds = {},
walk_velocity = 2,
run_velocity = 3,
jump = true,
walk_chance = 50,
drops = {
{name = "default:planks_oak",
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 = "gold:ingot_gold",
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view_range = 15,
owner = "",
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_spawn = function(self)
self.npc_type = npc_type
end,
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on_rightclick = function(self, clicker)
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
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-- Reject all interaction when hostile
if self.attack and self.attack.player == clicker then
say_random("hostile", name)
return
end
-- Feed to heal npc
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local hp = self.object:get_hp()
local iname = item:get_name()
if iname == "mobs:meat" or iname == "mobs:pork"
or iname == "farming:bread" or iname == "default:apple"
or iname == "default:clam" then
-- return if full health
if hp >= self.hp_max then
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say_random("full_already", name)
return
end
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if iname == "default:apple" then
hp = hp + 1
elseif iname == "default:clam" then
hp = hp + 2
else
hp = hp + 4
end
if hp >= self.hp_max then
hp = self.hp_max
say_random("eat_full", name)
else
say_random("eat_normal", name)
end
self.object:set_hp(hp)
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-- take item
if not minetest.settings:get_bool("creative_mode") then
item:take_item()
clicker:set_wielded_item(item)
end
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-- Right clicking with trading book trades
-- Trading is done in the gold mod
else
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-- No trading if low health
if hp < 5 then
say_random("hurt", name)
return
end
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if not self.npc_trade then
self.npc_trade = util.choice_element(
gold.trades[self.npc_type], gold.pr)
end
if not gold.trade(self.npc_trade, self.npc_type, clicker) then
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if hp >= self.hp_max-7 then
if iname == "gold:ingot_gold" then
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say_random("trade", name)
else
local r = math.random(1,3)
if r == 1 then
say_random("trade", name)
elseif r == 2 then
say(msgs.npc[npc_type], name)
else
say_random("happy", name)
end
end
elseif hp >= 5 then
say_random("hungry", name)
else
say_random("hurt", name)
end
end
end
end,
})
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mobs:register_egg("mobs:npc_" .. npc_type, npc_name, "mobs_npc_"..npc_type.."_inventory.png")
end