witches/witches.lua

370 lines
13 KiB
Lua

local variance = witches.variance
local rnd_color = witches.rnd_color
local rnd_colors = witches.rnd_colors
local hair_colors = witches.hair_colors
local spawning = {
cottage = {
nodes = {"witches:chest_locked", "doors:wood_witch_a"},
neighbors = {"air", },
min_light = 5,
max_light = 15,
interval = 30,
chance = 1000,
active_object_count = 2,
min_height = -10,
max_height = 200,
day_toggle = nil,
on_spawn = function(self)
local pos = self.object:get_pos()
witches.debug(self.secret_name .. " spawned at " ..
minetest.pos_to_string(vector.round(pos)))
end
},
generic = {
nodes = {"group:wood", "default:mossycobble", },
neighbors = {"air"},
min_light = 5,
max_light = 15,
interval = 30,
chance = 1000,
active_object_count = 1,
min_height = -10,
max_height = 200,
day_toggle = nil,
on_spawn = function(self)
local pos = self.object:get_pos()
witches.debug(self.secret_name .. " spawned at " ..
minetest.pos_to_string(vector.round(pos)))
end
}
}
witches.witch_types = {
generic = {
description = "Wanderling",
lore = "The Wanderlings roam the land, for what do they seek?",
additional_properties = {
special_follow = {
"default:diamond", "default:gold_lump", "default:apple",
"default:blueberries", "default:torch", "default:stick",
"flowers:mushroom_brown", "flowers:mushroom_red"
},
do_custom_addendum = function(self)
if math.random() < .0001 and
minetest.registered_nodes["fireflies:firefly"] then
local pos = self.object:get_pos()
if pos then
pos.y = pos.y + 1
local pos1 = minetest.find_node_near(pos, 3, "air")
if pos1 then
minetest.set_node(pos1, {name = "fireflies:firefly"})
-- print("setting firefly"..minetest.pos_to_string(pos1))
end
end
end
end,
on_spawn_addendum = function(self)
-- print(dump(self.drops).."and"..dump(minetest.registered_tools))
witches.firefly_mod(self)
end
}
},
cottage = {
description = "Eremitant",
lore = "The Eremitant have found homes for themselves, who would bother them?",
additional_properties = {
special_follow = {
"default:diamond", "default:gold_lump", "default:apple",
"default:blueberries", "default:torch", "default:stick",
"flowers:mushroom_brown", "flowers:mushroom_red"
},
do_custom_addendum = function(self)
if witches.cottages then
witches.claim_witches_chest(self)
end
end,
on_spawn_addendum = function(self)
witches.claim_witches_chest(self)
end
},
spawning = spawning.cottage
},
cottage_builder = {
description = "Eremitant Artifician",
lore = "The Eremitant Artificians scout the land for dungeons upon which their cottages may be built",
additional_properties = {
special_follow = {
"default:diamond", "default:gold_lump", "default:apple",
"default:blueberries", "default:torch", "default:stick",
"flowers:mushroom_brown", "flowers:mushroom_red"
},
do_custom_addendum = function(self)
if witches.cottages then
if not self.built_house and math.random() < 0.001 then
witches.debug(self.secret_name.." grounding...")
local volume = witches.grounding(self.object:get_pos())
if volume then
witches.debug("volume passed: " .. dump(volume))
local pos = self.object:get_pos()
pos.y = pos.y + 3
self.object:set_pos(pos)
self.built_house = pos
print("witch placing:" ..
minetest.serialize(volume[1]) .. "/n" ..
minetest.serialize(volume[2]))
witches.generate_cottage(volume[1], volume[2], nil,
self.secret_name)
end
end
end
end,
on_spawn_addendum = function(self)
witches.claim_witches_chest(self)
end
},
spawning = spawning.cottage
}
}
witches.witch_template = { -- your average witch,
description = "Basic Witch",
lore = "This witch has a story yet to be...",
type = "npc",
passive = false,
attack_type = "dogfight",
attack_monsters = true,
attack_npcs = false,
attack_players = true,
group_attack = true,
runaway = false,
damage = 1,
reach = 2,
knock_back = true,
hp_min = 5,
hp_max = 10,
armor = 100,
visual = "mesh",
mesh = "witches_witch.b3d",
textures = {"witches_clothes.png"},
-- blood_texture = "witches_blood.png",
collisionbox = {-0.2, 0, -.2, 0.2, 1.9, 0.2},
drawtype = "front",
makes_footstep_sound = true,
sounds = {
random = "",
war_cry = "",
attack = "",
damage = "",
death = "",
replace = "",
teleport = "witches_magic01",
polymorph = "witches_magic02",
drench = "witches_water"
},
walk_velocity = 2,
run_velocity = 3,
pathfinding = 1,
jump = true,
jump_height = 5,
step_height = 1.5,
fear_height = 4,
water_damage = 0,
lava_damage = 2,
light_damage = 0,
lifetimer = 360,
view_range = 10,
stay_near = "",
order = "follow",
animation = {
stand_speed = 30,
stand_start = 0,
stand_end = 80,
walk_speed = 30,
walk_start = 168,
walk_end = 187,
run_speed = 45,
run_start = 168,
run_end = 187,
punch_speed = 30,
punch_start = 200,
punch_end = 219
},
drops = {
{name = "default:pick_steel", chance = 1000, min = 0, max = 1},
{name = "default:shovel_steel", chance = 1000, min = 0, max = 1},
{name = "default:axe_steel", chance = 1000, min = 0, max = 1},
{name = "default:pick_stone", chance = 5, min = 0, max = 1},
{name = "default:shovel_stone", chance = 5, min = 0, max = 1},
{name = "default:axe_stone", chance = 5, min = 0, max = 1},
{name = "default:torch", chance = 5, min = 5, max = 20},
{name = "mobs:shears", chance = 100, min = 0, max = 1}
},
follow = {},
additional_properties = {
special_follow = {
"default:diamond", "default:gold_lump", "default:apple",
"default:blueberries", "default:torch", "default:stick",
"flowers:mushroom_brown", "flowers:mushroom_red"
}
},
on_rightclick = function(self, clicker) witches.quests(self, clicker) end,
do_custom = function(self)
if self.do_custom_addendum then self.do_custom_addendum(self) end
if self.attack then
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 2)
for n = 1, #objs do
local ent = objs[n]:get_luaentity()
if objs[n] == self.attack then
if self.attack:is_player() then
-- witches.magic.banish_underground(self,objs[n],10)
witches.magic.teleport(self, objs[n], math.random(3, 8),
math.random(2, 4))
else
if math.random() < 0.2 then
witches.magic.teleport(self, objs[n],
math.random(3, 5),
math.random(2, 4))
witches.magic.polymorph(self, objs[n])
elseif math.random() < .5 then
witches.magic.teleport(self, objs[n],
math.random(3, 5),
math.random(1, 2))
witches.magic.splash(self, objs[n], vector.new(2, 2, 2),
math.random(0, 1))
-- witches.magic.splash(self,target,volume,height,node)
else
witches.magic.teleport(self, objs[n],
math.random(3, 8),
math.random(2, 4))
end
-- witches.magic.teleport(self,objs[n],math.random(3,8),math.random(2,4))
end
end
end
end
end,
on_spawn = function(self)
-- make sure these are baseline on spawn
-- self.animation.walk_speed = 30
-- self.animation.run_speed = 45
-- self.walk_velocity = 2
-- self.run_velocity = 3
-- then set modifiers for each individual
if not self.speed_mod then self.speed_mod = math.random(-1, 1) end
-- print("speed mod: "..self.speed_mod)
-- rng for testing variants
if not self.size then
self.size = {
x = variance(90, 100),
y = variance(75, 105),
z = variance(90, 100)
}
end
if not self.skin then self.skin = math.random(1, 5) end
if not self.color_mod then self.color_mod = rnd_color(rnd_colors) end
if not self.hair_color then
self.hair_color = rnd_color(hair_colors)
end
local self_properties = self.object:get_properties()
self_properties.visual_size = self.size
self.object:set_properties(self_properties)
-- initial speed modifications
self.walk_velocity = self.walk_velocity + (self.speed_mod / 10)
self.run_velocity = self.run_velocity + (self.speed_mod / 10)
self.animation.walk_speed = self.animation.walk_speed + self.speed_mod
self.animation.run_speed = self.animation.run_speed + self.speed_mod
-- no more speed mods!
self.speed_mod = 0
-- so many overlays!
if self.color_mod ~= "none" then
self.object:set_texture_mod("^[colorize:" .. self.color_mod ..
":60^witches_skin" .. self.skin ..
".png^witches_accessories.png^witches_witch_hair_" ..
self.hair_color .. ".png")
else
self.object:set_texture_mod("^witches_skin" .. self.skin ..
".png^witches_accessories.png^witches_witch_hair_" ..
self.hair_color .. ".png")
end
if not self.secret_name then
self.secret_name = witches.generate_text(witches.name_parts_female)
end
if not self.secret_title then
self.secret_title = witches.generate_text(witches.words_desc,
{"titles"})
end
if not self.secret_locale then
if math.random(2) == 1 then
self.secret_locale = witches.generate_text(
witches.name_parts_female, {
"syllablesStart", "syllablesEnd", "syllablesTown"
})
else
self.secret_locale = witches.generate_text(
witches.name_parts_male, {
"syllablesStart", "syllablesEnd", "syllablesTown"
})
end
end
-- self.item_request.text = witches.generate_name(witches.quest_dialogs, {"item_request"})
-- print(self.secret_name.." has spawned")
-- print("self: "..dump(self.follow))
-- print("self properties "..dump(self.object:get_properties()))
-- self.follow = {}
witches.looking_for(self)
if self.on_spawn_addendum then self.on_spawn_addendum(self) end
end,
spawning = spawning.generic,
after_activate = function(self)
-- maddest hatter <|%\D
self.hair_style = math.random(1, #witches.witch_hair_styles)
self.hat_style = math.random(1, #witches.witch_hat_styles)
witches.attach_hair(self, "witches:witch_hair_" .. self.hair_style)
witches.attach_hat(self, "witches:witch_hat_" .. self.hat_style)
if math.random() < 0.5 then
witches.attach_tool(self, "witches:witch_tool_wand_btb")
else
witches.attach_tool(self, "witches:witch_tool_wand_sp")
end
end
}