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") },
{ "carpenter", S("Carpenter") },
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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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carpenter = S("Hi! I'm a carpenter. Making things out of wood is my job."),
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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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},
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item_reject = {
S("I don't want this."),
},
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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,
breath_max = 11,
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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"},
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{"mobs_npc3.png"},
{"mobs_npc4.png"},
{"mobs_npc5.png"},
{"mobs_npc6.png"},
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},
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,
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group_attack = true,
follow = "gold:ingot_gold",
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view_range = 16,
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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
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local iname = item:get_name()
if minetest.get_item_group(iname, "sword") > 0 or minetest.get_item_group(iname, "spear") > 0 or iname == "default:thistle" then
say(S("Get this thing out of my face!"), name)
return
end
achievements.trigger_achievement(clicker, "smalltalk")
-- Feed to heal npc
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local hp = self.object:get_hp()
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if minetest.get_item_group(iname, "food") > 0 and iname ~= "default:cactus" then
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-- Reject food that is not in this list
if iname ~= "mobs:meat" and iname ~= "mobs:pork"
and iname ~= "farming:bread" and iname ~= "default:apple"
and iname ~= "default:clam" then
say_random("item_reject", name)
return
end
-- 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)
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elseif iname == "default:fertilizer" then
if npc_type == "farmer" then
say(S("This makes seeds grow faster. Place the fertilizer on soil, then plant the seed on top of it."), name)
else
say(S("Sorry, I don't know how to use this. Maybe ask a farmer."), name)
end
elseif minetest.get_item_group(iname, "bucket") > 0 then
if npc_type == "farmer" then
say(S("Remember to put water near to your seeds."), name)
else
say_random("happy", name)
end
elseif iname == "mobs:lasso" then
say(S("It's used to capture large animals."), name)
elseif iname == "locks:pick" then
say(S("Why are you carrying this around? Do you want crack open our locked chests?"), name)
elseif iname == "mobs:net" then
say(S("It's used to capture small animals."), name)
elseif iname == "farming:wheat_1" then
say(S("Every kid knows seeds need soil, water and sunlight."), name)
elseif iname == "farming:cotton_1" then
if npc_type == "farmer" then
say(S("Did you know cotton seed not only grow on dirt, but also on sand? But it still needs water."), name)
else
say(S("Every kid knows seeds need soil, water and sunlight."), name)
end
elseif iname == "default:book" then
say(S("A truly epic story!"), name)
elseif iname == "default:pearl" then
say(S("Ooh, a shiny pearl! Unfortunately, I don't know what it's good for."), name)
elseif minetest.get_item_group(iname, "sapling") > 0 then
say(S("Place it on the ground in sunlight and it will grow to a tree."), name)
elseif minetest.get_item_group(iname, "shears") > 0 then
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say(S("Use this to trim plants and get wool from sheep."), name)
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elseif iname == "default:papyrus" then
if npc_type == "farmer" then
say(S("Papyrus likes to grow next to water."), name)
else
say(S("When I was I kid, I always liked to climb on the papyrus."), name)
end
elseif iname == "default:cactus" then
if npc_type == "farmer" then
say(S("Cacti like to grow on sand. They are also a food source, if you're really desperate."), name)
elseif npc_type == "blacksmith" then
say(S("Ah, a cactus. You'd be surprised how well they burn in a furnace."), name)
else
say(S("Now what can you possibly do with a cactus? I don't know!"), name)
end
elseif iname == "jewels:jewel" then
if npc_type == "blacksmith" then
say(S("Jewels are great! If you have a jeweller's workbench, you can enhance your tools."), name)
else
say(S("Did you know we sometimes sell jewels?"), name)
end
elseif iname == "lumien:crystal_off" then
say(S("This looks like it could be a good wall decoration."), name)
elseif iname == "default:flower" then
say(S("A flower? I love flowers! Let's make the world bloom!"), name)
elseif iname == "default:flint_and_steel" then
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if minetest.settings:get_bool("tnt_enable", true) then
say(S("You can use this to light up torches and ignite TNT."), name)
else
say(S("You can use this to light up torches."), name)
end
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elseif iname == "tnt:tnt" then
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if minetest.settings:get_bool("tnt_enable", true) then
say(S("TNT needs to be ignited by a flint and steel."), name)
else
say(S("For some reason, TNT can't be ignited. Strange."), name)
end
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elseif iname == "bed:bed_foot" then
if npc_type == "carpenter" then
say(S("Isn't it stressful to carry this heavy bed around?"), name)
else
say(S("Sleeping makes the night go past in the blink of an eye."), name)
end
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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