294 lines
12 KiB
Lua
294 lines
12 KiB
Lua
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-- Npc by TenPlus1
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-- 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") },
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{ "tavernkeeper", S("Tavern Keeper") },
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{ "blacksmith", S("Blacksmith") },
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{ "butcher", S("Butcher") },
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{ "carpenter", S("Carpenter") },
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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 sell farming goods."),
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tavernkeeper = S("Hi! I'm a tavernkeeper. I trade with assorted goods."),
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blacksmith = S("Hi! I'm a blacksmith. I sell metal products."),
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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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},
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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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happy = {
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S("Hello!"),
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S("Nice to see you."),
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S("Life is beautiful."),
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S("I feel good."),
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S("Have a nice day!"),
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},
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exhausted = {
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S("I'm not in a good mood."),
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S("I'm tired."),
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S("I need to rest."),
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S("Life could be better."),
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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("I feel weak."),
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S("My head hurts."),
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S("I have a bad day today."),
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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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mobs:register_mob(
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"mobs:npc_" .. npc_type,
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{
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type = "npc",
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passive = false,
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collides_with_objects = 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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hp_min = 10,
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hp_max = 20,
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breath_max = 11,
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armor = 80,
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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 = "mobs_npc.b3d",
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drawtype = "front",
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textures = {
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{"mobs_npc1.png"},
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{"mobs_npc2.png"},
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{"mobs_npc3.png"},
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{"mobs_npc4.png"},
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{"mobs_npc5.png"},
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{"mobs_npc6.png"},
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},
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makes_footstep_sound = true,
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sounds = {},
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walk_velocity = 2,
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run_velocity = 3,
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jump = true,
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walk_chance = 50,
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drops = {
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{name = "default:planks_oak",
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chance = 1, min = 1, max = 3},
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{name = "default:apple",
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chance = 2, min = 1, max = 2},
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{name = "default:axe_stone",
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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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group_attack = true,
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follow = "gold:ingot_gold",
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view_range = 16,
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owner = "",
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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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do_custom = function(self)
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-- Slowly heal NPC over time
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self.healing_counter = self.healing_counter + 1
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if self.healing_counter >= 7 then
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local hp = self.object:get_hp()
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hp = math.min(20, hp + 1)
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self.object:set_hp(hp)
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local hp = self.object:get_hp()
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self.healing_counter = 0
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end
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end,
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on_spawn = function(self)
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self.npc_type = npc_type
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self.healing_counter = 0
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end,
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on_rightclick = function(self, clicker)
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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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local iname = item:get_name()
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if minetest.get_item_group(iname, "sword") > 0 or minetest.get_item_group(iname, "spear") > 0 or iname == "default:thistle" then
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say(S("Get this thing out of my face!"), name)
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return
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end
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achievements.trigger_achievement(clicker, "smalltalk")
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local hp = self.object:get_hp()
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do
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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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gold.trades[self.npc_type], gold.pr)
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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 hp >= self.hp_max-7 then
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if iname == "gold:ingot_gold" then
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say_random("trade", name)
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elseif iname == "default:fertilizer" then
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if npc_type == "farmer" then
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say(S("This makes seeds grow faster. Place the fertilizer on soil, then plant the seed on top of it."), name)
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else
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say(S("Sorry, I don't know how to use this. Maybe ask a farmer."), name)
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end
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elseif minetest.get_item_group(iname, "bucket") > 0 then
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if npc_type == "farmer" then
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say(S("Remember to put water near to your seeds."), name)
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else
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say_random("happy", name)
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end
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elseif iname == "mobs:lasso" then
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say(S("It's used to capture large animals."), name)
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elseif iname == "locks:pick" then
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say(S("Why are you carrying this around? Do you want crack open our locked chests?"), name)
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elseif iname == "mobs:net" then
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say(S("It's used to capture small animals."), name)
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elseif iname == "farming:wheat_1" then
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say(S("Every kid knows seeds need soil, water and sunlight."), name)
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elseif iname == "farming:wheat" then
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if npc_type == "farmer" then
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say(S("Sheep love to eat wheat. Give them enough wheat and they'll multiply!"), name)
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else
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say(S("We use wheat to make flour and bake bread."), name)
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end
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elseif iname == "farming:flour" then
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say(S("Put it in a furnace to bake tasty bread."), name)
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elseif iname == "farming:cotton_1" then
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if npc_type == "farmer" then
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say(S("Did you know cotton seed not only grow on dirt, but also on sand? But it still needs water."), name)
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else
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say(S("Every kid knows seeds need soil, water and sunlight."), name)
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end
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elseif iname == "default:book" then
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say(S("A truly epic story!"), name)
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elseif iname == "default:pearl" then
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say(S("Ooh, a shiny pearl! Unfortunately, I don't know what it's good for."), name)
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elseif minetest.get_item_group(iname, "sapling") > 0 then
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say(S("Place it on the ground in sunlight and it will grow to a tree."), name)
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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
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if npc_type == "farmer" then
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say(S("Papyrus likes to grow next to water."), name)
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else
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say(S("When I was I kid, I always liked to climb on the papyrus."), name)
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end
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elseif iname == "default:cactus" then
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if npc_type == "farmer" then
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say(S("Cacti like to grow on sand. They are also a food source, if you're really desperate."), name)
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elseif npc_type == "blacksmith" then
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say(S("Ah, a cactus. You'd be surprised how well they burn in a furnace."), name)
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else
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say(S("Now what can you possibly do with a cactus? I don't know!"), name)
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end
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elseif iname == "jewels:jewel" then
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if npc_type == "blacksmith" then
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say(S("Jewels are great! If you have a jeweller's workbench, you can enhance your tools."), name)
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else
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say(S("Did you know we sometimes sell jewels?"), name)
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end
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elseif iname == "lumien:crystal_off" then
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say(S("This looks like it could be a good wall decoration."), name)
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elseif iname == "default:torch_dead" then
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say(S("It’s burned out. Use flint and steel to kindle it."), name)
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elseif iname == "default:torch_weak" then
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say(S("With flint and steel you could stabilize the flame."), name)
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elseif iname == "default:torch" then
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say(S("Let’s light up some caves!"), name)
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elseif iname == "default:flower" then
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say(S("A flower? I love flowers! Let's make the world bloom!"), name)
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elseif iname == "default:flint_and_steel" then
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if minetest.settings:get_bool("tnt_enable", true) then
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say(S("You can use this to light up torches and ignite TNT."), name)
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else
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say(S("You can use this to light up torches."), name)
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end
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elseif iname == "tnt:tnt" then
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if minetest.settings:get_bool("tnt_enable", true) then
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say(S("TNT needs to be ignited by a flint and steel."), name)
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else
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say(S("For some reason, TNT can't be ignited. Strange."), name)
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end
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elseif iname == "bed:bed_foot" then
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if npc_type == "carpenter" then
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say(S("Isn't it stressful to carry this heavy bed around?"), name)
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else
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say(S("Sleeping makes the night go past in the blink of an eye."), name)
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end
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elseif iname == "default:lump_bronze" then
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-- Classic parody of Friedrich Schiller’s “Das Lied von der Glocke” (works best in German)
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say(S("Hole in dirt, put bronze in. Bell’s complete, bim, bim, bim!"), name)
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elseif iname == "default:apple" then
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if npc_type == "farmer" then
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say(S("Boars love to eat apples, too! If you feed enough of these to them, they will multiply."), name)
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else
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say(S("Apples are so tasty!"), name)
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end
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elseif minetest.get_item_group(iname, "food") > 0 then
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say(S("Stay healthy!"), 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("exhausted", 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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end,
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})
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mobs:register_egg("mobs:npc_" .. npc_type, npc_name, "mobs_npc_"..npc_type.."_inventory.png")
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end
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