Teach NPCs to talk

This commit is contained in:
Wuzzy 2019-08-29 00:20:20 +02:00
parent 295e293768
commit 1bd3729232

View File

@ -10,6 +10,66 @@ local npc_types = {
{ "butcher", S("Butcher") },
}
local msgs = {
npc = {
farmer = S("Hi! I'm a farmer. I take care of crops."),
tavernkeeper = S("In my village, I keep a tavern and the townsfolk entertained."),
blacksmith = S("Hi! I'm a blacksmith. Smelting ores is my job."),
butcher = S("Hi! I'm a butcher. I sell meat."),
},
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, that hit the spot!"),
S("Thanks, now I'm filled up."),
S("Burp!"),
S("Thank you, now I feel much better!"),
},
eat_normal = {
S("Munch-munch!"),
S("Yummies!"),
S("Yum-yum!"),
S("Chomp!"),
S("Thanks, I liked that!"),
},
hungry = {
S("I could use a snack."),
S("I'm a bit hungry."),
},
happy = {
S("Hello!"),
S("What's up?"),
S("Nice to see you."),
},
hurt = {
S("I don't feel so good."),
S("I ... I am hurt."),
S("Leave me alone."),
S("What do you want from me?"),
S("Go away!"),
},
hostile = {
S("Screw you!"),
}
}
local function say(text, to_player)
minetest.chat_send_player(to_player, S("Villager says: „@1“", text))
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]
@ -53,7 +113,6 @@ for _, npc_type_table in pairs(npc_types) do
follow = "gold:ingot_gold",
view_range = 15,
owner = "",
order = "stand",
animation = {
speed_normal = 30,
speed_run = 30,
@ -73,20 +132,39 @@ for _, npc_type_table in pairs(npc_types) do
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
-- Reject all interaction when hostile
if self.attack and self.attack.player == clicker then
say_random("hostile", name)
return
end
-- Feed to heal npc
if item:get_name() == "mobs:meat" or item:get_name() == "mobs:pork"
or item:get_name() == "farming:bread" then
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
local hp = self.object:get_hp()
-- return if full health
if hp >= self.hp_max then
minetest.chat_send_player(name, S("Villager is no longer hungry."))
say_random("full_already", name)
return
end
hp = hp + 4
if hp > self.hp_max then hp = self.hp_max end
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)
-- take item
@ -95,10 +173,14 @@ for _, npc_type_table in pairs(npc_types) do
clicker:set_wielded_item(item)
end
-- Right clicking with trading book trades, else changes order if tame
-- Right clicking with trading book trades
-- Trading is done in the gold mod
else
-- If owner switch between follow and stand
-- No trading if low health
if hp < 5 then
say_random("hurt", name)
return
end
if not self.npc_trade then
self.npc_trade = util.choice_element(
@ -106,17 +188,26 @@ for _, npc_type_table in pairs(npc_types) do
end
if not gold.trade(self.npc_trade, self.npc_type, clicker) then
if self.owner and self.owner == clicker:get_player_name() then
if self.order == "follow" then
self.order = "stand"
else
self.order = "follow"
end
end
if hp >= self.hp_max-7 then
if iname ~= "" then
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
mobs:feed_tame(self, clicker, 8, false)
end,
})