219 lines
6.1 KiB
Lua
219 lines
6.1 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 thinks 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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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, now I'm fully energized!"),
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S("Thanks, now I'm filled up."),
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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!"),
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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("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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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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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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},
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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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follow = "gold:ingot_gold",
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view_range = 15,
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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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on_spawn = function(self)
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self.npc_type = npc_type
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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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-- Feed to heal npc
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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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-- return if full health
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if hp >= self.hp_max then
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say_random("full_already", name)
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return
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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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if not minetest.settings:get_bool("creative_mode") then
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item:take_item()
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clicker:set_wielded_item(item)
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end
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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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-- 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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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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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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