Camas/mods/mobs/mob_npc.lua

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-- Npc by TenPlus1
-- Modded by KaadmY
local S = minetest.get_translator("mobs")
local npc_types = {
{ "farmer", S("Farmer") },
{ "tavernkeeper", S("Tavern Keeper") },
{ "blacksmith", S("Blacksmith") },
{ "butcher", S("Butcher") },
{ "carpenter", S("Carpenter") },
}
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?"),
carpenter = S("Hi! I'm a carpenter. Making things out of wood is my job."),
},
trade = {
S("If you want to trade, show me a trading book."),
},
happy = {
S("Hello!"),
S("Nice to see you."),
S("Life is beautiful."),
S("I feel good."),
S("Have a nice day!"),
},
exhausted = {
S("I'm not in a good mood."),
S("I'm tired."),
S("I need to rest."),
S("Life could be better."),
},
hurt = {
S("I don't feel so good."),
S("I ... I am hurt."),
S("I feel weak."),
S("My head hurts."),
S("I have a bad day today."),
},
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]
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,
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"},
{"mobs_npc3.png"},
{"mobs_npc4.png"},
{"mobs_npc5.png"},
{"mobs_npc6.png"},
},
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,
group_attack = true,
follow = "gold:ingot_gold",
view_range = 16,
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,
},
do_custom = function(self)
-- Slowly heal NPC over time
self.healing_counter = self.healing_counter + 1
if self.healing_counter >= 7 then
local hp = self.object:get_hp()
hp = math.min(20, hp + 1)
self.object:set_hp(hp)
local hp = self.object:get_hp()
self.healing_counter = 0
end
end,
on_spawn = function(self)
self.npc_type = npc_type
self.healing_counter = 0
end,
on_rightclick = function(self, clicker)
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
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")
local hp = self.object:get_hp()
do
-- 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(
gold.trades[self.npc_type], gold.pr)
end
if not gold.trade(self.npc_trade, self.npc_type, clicker) then
if hp >= self.hp_max-7 then
if iname == "gold:ingot_gold" then
say_random("trade", name)
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:wheat" then
if npc_type == "farmer" then
say(S("Sheep love to eat wheat. Give them enough wheat and they'll multiply!"), name)
else
say(S("We use wheat to make flour and bake bread."), name)
end
elseif iname == "farming:flour" then
say(S("Put it in a furnace to bake tasty bread."), 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
say(S("Use this to trim plants and get wool from sheep."), name)
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:torch_dead" then
say(S("Its burned out. Use flint and steel to kindle it."), name)
elseif iname == "default:torch_weak" then
say(S("With flint and steel you could stabilize the flame."), name)
elseif iname == "default:torch" then
say(S("Lets light up some caves!"), 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
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
elseif iname == "tnt:tnt" then
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
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
elseif iname == "default:lump_bronze" then
-- Classic parody of Friedrich Schillers “Das Lied von der Glocke” (works best in German)
say(S("Hole in dirt, put bronze in. Bells complete, bim, bim, bim!"), name)
elseif iname == "default:apple" then
if npc_type == "farmer" then
say(S("Boars love to eat apples, too! If you feed enough of these to them, they will multiply."), name)
else
say(S("Apples are so tasty!"), name)
end
elseif minetest.get_item_group(iname, "food") > 0 then
say(S("Stay healthy!"), 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("exhausted", name)
else
say_random("hurt", name)
end
end
end
end,
})
mobs:register_egg("mobs:npc_" .. npc_type, npc_name, "mobs_npc_"..npc_type.."_inventory.png")
end