Teach NPCs to talk
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@ -10,6 +10,66 @@ local npc_types = {
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{ "butcher", S("Butcher") },
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}
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local msgs = {
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npc = {
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farmer = S("Hi! I'm a farmer. I take care of crops."),
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tavernkeeper = S("In my village, I keep a tavern and the townsfolk entertained."),
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blacksmith = S("Hi! I'm a blacksmith. Smelting ores is my job."),
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butcher = S("Hi! I'm a butcher. I sell meat."),
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},
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trade = {
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S("If you want to trade, show me a trading book."),
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},
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full_already = {
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S("I don't want to eat anymore!"),
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S("I'm not hungry!"),
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S("I'm full already."),
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S("I don't want food right now."),
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},
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eat_full = {
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S("Ah, that hit the spot!"),
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S("Thanks, now I'm filled up."),
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S("Burp!"),
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S("Thank you, now I feel much better!"),
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},
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eat_normal = {
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S("Munch-munch!"),
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S("Yummies!"),
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S("Yum-yum!"),
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S("Chomp!"),
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S("Thanks, I liked that!"),
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},
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hungry = {
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S("I could use a snack."),
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S("I'm a bit hungry."),
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},
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happy = {
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S("Hello!"),
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S("What's up?"),
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S("Nice to see you."),
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},
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hurt = {
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S("I don't feel so good."),
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S("I ... I am hurt."),
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S("Leave me alone."),
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S("What do you want from me?"),
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S("Go away!"),
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},
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hostile = {
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S("Screw you!"),
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}
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}
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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
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local function say_random(mtype, to_player)
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local r = math.random(1, #msgs[mtype])
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local text = msgs[mtype][r]
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say(text, to_player)
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end
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for _, npc_type_table in pairs(npc_types) do
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local npc_type = npc_type_table[1]
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local npc_name = npc_type_table[2]
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@ -53,7 +113,6 @@ for _, npc_type_table in pairs(npc_types) do
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follow = "gold:ingot_gold",
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view_range = 15,
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owner = "",
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order = "stand",
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animation = {
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speed_normal = 30,
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speed_run = 30,
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@ -73,20 +132,39 @@ for _, npc_type_table in pairs(npc_types) do
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local item = clicker:get_wielded_item()
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local name = clicker:get_player_name()
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-- Reject all interaction when hostile
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if self.attack and self.attack.player == clicker then
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say_random("hostile", name)
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return
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end
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-- Feed to heal npc
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if item:get_name() == "mobs:meat" or item:get_name() == "mobs:pork"
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or item:get_name() == "farming:bread" then
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local hp = self.object:get_hp()
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local iname = item:get_name()
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if iname == "mobs:meat" or iname == "mobs:pork"
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or iname == "farming:bread" or iname == "default:apple"
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or iname == "default:clam" then
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local hp = self.object:get_hp()
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-- return if full health
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if hp >= self.hp_max then
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minetest.chat_send_player(name, S("Villager is no longer hungry."))
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say_random("full_already", name)
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return
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end
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hp = hp + 4
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if hp > self.hp_max then hp = self.hp_max end
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if iname == "default:apple" then
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hp = hp + 1
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elseif iname == "default:clam" then
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hp = hp + 2
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else
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hp = hp + 4
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end
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if hp >= self.hp_max then
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hp = self.hp_max
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say_random("eat_full", name)
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else
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say_random("eat_normal", name)
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end
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self.object:set_hp(hp)
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-- take item
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@ -95,10 +173,14 @@ for _, npc_type_table in pairs(npc_types) do
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clicker:set_wielded_item(item)
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end
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-- Right clicking with trading book trades, else changes order if tame
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-- Right clicking with trading book trades
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-- Trading is done in the gold mod
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else
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-- If owner switch between follow and stand
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-- No trading if low health
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if hp < 5 then
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say_random("hurt", name)
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return
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end
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if not self.npc_trade then
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self.npc_trade = util.choice_element(
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@ -106,17 +188,26 @@ for _, npc_type_table in pairs(npc_types) do
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end
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if not gold.trade(self.npc_trade, self.npc_type, clicker) then
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if self.owner and self.owner == clicker:get_player_name() then
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if self.order == "follow" then
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self.order = "stand"
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else
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self.order = "follow"
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end
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end
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if hp >= self.hp_max-7 then
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if iname ~= "" then
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say_random("trade", name)
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else
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local r = math.random(1,3)
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if r == 1 then
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say_random("trade", name)
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elseif r == 2 then
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say(msgs.npc[npc_type], name)
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else
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say_random("happy", name)
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end
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end
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elseif hp >= 5 then
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say_random("hungry", name)
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else
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say_random("hurt", name)
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end
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end
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end
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mobs:feed_tame(self, clicker, 8, false)
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end,
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})
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