1655 lines
51 KiB
Lua

-- Villager
local S = minetest.get_translator("rp_mobs_mobs")
-- How many different trades a villager offers
local TRADES_COUNT = 4
-- Time after which to heal 1 HP (in seconds)
local HEAL_TIME = 7.0
-- Time it takes for villager to forget being mad at player
local ANGRY_COOLDOWN_TIME = 60.0
-- View range for hostilities
local VIEW_RANGE = 16
-- Maximum jump height
local MAX_JUMP = 1
-- Maximum tolerated drop
local MAX_DROP = 4
-- Villager wants to stay this close to their home bed at all times
local HOME_BED_DISTANCE = 32
-- 'searchdistance' argument for minetest.find_path for pathfinding towards bed
local HOME_BED_PATHFIND_DISTANCE = 8
-- If villager is at least this many nodes away from home bed, it will be forgotten
local MAX_HOME_BED_DISTANCE = 48
-- Maximum distance to look for work
local WORK_DISTANCE = 24
-- Time in seconds it takes for villager to forget home bed
local HOME_BED_FORGET_TIME = 10.0
-- Time in second to check the home bed again
local HOME_BED_RECHECK_TIME = 6.0
-- Radius within which villagers resolve home bed and worksite conflicts
local SITE_CONFLICT_RESOLVE_RADIUS = 5
-- Range at which villager looks at nearby player
local PLAYER_LOOK_AT_RANGE = 3
-- How fast to walk
local WALK_SPEED = 2
-- How fast to climb
local CLIMB_SPEED = 1
-- How fast to slow down if Y moving fast in climbable/swimmable node
local CLIMB_DRAG = 1
-- How strong to jump
local JUMP_STRENGTH = 4
-- Time the mob idles around (in seconds)
local IDLE_TIME = 3.0
-- Time the mob needs to wait between certain interactions (in seconds)
-- (like opening fence gates)
local IDLE_INTERACT_TIME = 0.25
-- Delay between attempting to find new home bed or work site (in seconds)
local FIND_SITE_IDLE_TIME = 6.0
-- How many nodes the villager can be away from nodes and entities to interact with them
local REACH = 4.0
-- Y offset to apply when checking if vertical climb is complete
local CLIMB_CHECK_Y_OFFSET = 0.6
-- Interval in seconds for mob to react to being in danger, blocking node, liquid, ...
local REFLEX_TIME = 0.333
-- Range within to search for safe dry nodes when stuck in liquid
local LIQUID_ESCAPE_RANGE = 6
-- Number of tries to find safe dry nodes when stuck in liquid
local LIQUID_ESCAPE_TRIES = 10
-- Drag to apply when standing (slows down villager on XZ plane when pushed by add_velocity)
local STAND_DRAG = 0.2
-- Pathfinder stuff
-- For pathfinder: returns true if node can be walked *on*
local is_node_walkable = function(node)
local def = minetest.registered_nodes[node.name]
if not def then
-- Unknown nodes are walkable
return true
elseif node.name == "rp_itemshow:frame" then
-- Item frames are to thin to walk *on*
return false
elseif minetest.get_item_group(node.name, "door") ~= 0 then
-- Same for doors
return false
elseif minetest.get_item_group(node.name, "fence") ~= 0 or minetest.get_item_group(node.name, "fence_gate") ~= 0 then
-- We refuse to walk on fences and fence gates (although we could)
-- because it looks weird.
return false
elseif def.walkable then
-- Walkable by definition
return true
else
return false
end
end
-- For pathfinder: returns true if node is blocking the path
local is_node_blocking = function(node)
local def = minetest.registered_nodes[node.name]
if not def then
-- Unknown nodes are blocking
return true
elseif minetest.get_item_group(node.name, "door") ~= 0 or minetest.get_item_group(node.name, "fence_gate") ~= 0 then
-- Villagers know how to open doors and fence gates so they pathfind through them
return false
elseif def.damage_per_second > 0 then
-- No damage allowed
return true
elseif minetest.get_item_group(node.name, "water") ~= 0 then
-- No water allowed
return true
elseif def.walkable then
-- Walkable by definition = blocking
return true
else
return false
end
end
-- Same as is_node_blocking, but water is OK
local is_node_blocking_water_ok = function(node)
local def = minetest.registered_nodes[node.name]
if not def then
-- Unknown nodes are blocking
return true
elseif minetest.get_item_group(node.name, "door") ~= 0 or minetest.get_item_group(node.name, "fence_gate") ~= 0 then
-- Villagers know how to open doors and fence gates so they pathfind through them
return false
elseif def.damage_per_second > 0 then
-- No damage allowed
return true
elseif def.walkable then
-- Walkable by definition = blocking
return true
else
return false
end
end
-- Check if node makes villager stuck if inside
local is_node_stucking = function(node)
local def = minetest.registered_nodes[node.name]
if not def then
-- Unknown nodes are blocking
return true
elseif minetest.get_item_group(node.name, "door") ~= 0
or minetest.get_item_group(node.name, "fence_gate") ~= 0
or minetest.get_item_group(node.name, "slab") ~= 0
or minetest.get_item_group(node.name, "path") ~= 0 then
return false
elseif def.damage_per_second > 0 then
-- No damage allowed
return true
elseif def.walkable then
-- Walkable by definition = blocking
return true
else
return false
end
end
-- Returns true if node is swimmable
local is_node_swimmable = function(node)
local def = minetest.registered_nodes[node.name]
if not def then
return false
elseif def.liquid_move_physics == true or (def.liquid_move_physics == nil and def.liquidtype ~= "none") then
return true
else
return false
end
end
local PATHFINDER_SEARCHDISTANCE = 30
local PATHFINDER_TIMEOUT = 1.0
local PATHFINDER_OPTIONS = {
max_jump = MAX_JUMP,
max_drop = MAX_DROP,
climb = true,
clear_height = 2,
use_vmanip = false,
respect_disable_jump = true,
handler_walkable = is_node_walkable,
handler_blocking = is_node_blocking,
use_vmanip = true,
}
-- Load villager speech functions
local villager_speech = dofile(minetest.get_modpath("rp_mobs_mobs").."/mobs/villager_speech.lua")
-- Returns a string for the phase of the day.
local get_day_phase = function()
local tod = minetest.get_timeofday()
-- 0:00 to 5:00
if tod < 0.20833 then
return "early_night"
-- 5:00 to 6:00
elseif tod < 0.25 then
return "sunrise"
-- 6:00 to 8:00
elseif tod < 0.33333 then
return "morning"
-- 8:00 to 12:00
elseif tod < 0.5 then
return "forenoon"
-- 12:00 to 13:00
elseif tod < 0.54167 then
return "noon"
-- 13:00 to 16:30
elseif tod < 0.6837 then
return "afternoon"
-- 16:00 to 18:30
elseif tod < 0.7708 then
return "evening"
-- 18:30 to 19:30
elseif tod < 0.8125 then
return "sunset"
-- 19:30 to 0:00
else
return "late_night"
end
end
local professions = {
{ "farmer", S("Farmer") },
{ "tavernkeeper", S("Tavern Keeper") },
{ "blacksmith", S("Blacksmith") },
{ "butcher", S("Butcher") },
{ "carpenter", S("Carpenter") },
}
local professions_keys = {}
for p=1, #professions do
local profession = professions[p][1]
professions_keys[profession] = professions[p][2]
end
local schedules = {}
schedules.farmer = {
early_night = "sleep",
morning = "sleep",
sunrise = "play",
morning = "work",
forenoon = "work",
noon = "play",
afternoon = "work",
evening = "work",
sunset = "play",
late_night = "sleep",
}
schedules.butcher = schedules.farmer
schedules.carpenter = schedules.farmer
schedules.blacksmith = schedules.farmer
schedules.tavernkeeper = {
early_night = "sleep",
morning = "sleep",
sunrise = "sleep",
morning = "sleep",
forenoon = "play",
noon = "work",
afternoon = "play",
evening = "play",
sunset = "work",
late_night = "work",
}
schedules.none = {
early_night = "sleep",
morning = "sleep",
sunrise = "sleep",
morning = "play",
forenoon = "play",
noon = "play",
afternoon = "play",
evening = "play",
sunset = "play",
late_night = "sleep",
}
local worksites = {
farmer = { "group:farming_plant", true },
blacksmith = { "group:furnace", false },
tavernkeeper = { "rp_decor:barrel", false },
butcher = { "group:furnace", true },
carpenter = { "rp_default:bookshelf", false },
}
local profession_exists = function(profession)
if professions_keys[profession] then
return true
else
return false
end
end
-- Initialize the villager's base skin if not set before.
-- Set force to true to always set the base skin.
local set_random_base_skin = function(mob, force)
if mob._custom_state.base_skin and not force then
return
end
local r = math.random(1, 6)
local base_skin = "mobs_villager_base_"..r..".png"
mob._custom_state.base_skin = base_skin
return base_skin
end
-- Update the villager textures and related metadata.
-- The textures have two components:
-- * base skin for the literal skin (will be initialized on the first call)
-- * clothes for the profession (depends on the profession)
rp_mobs_mobs.update_villager_textures = function(mob)
local profession = mob._custom_state.profession or "unemployed"
local tex_clothes = "mobs_villager_clothes_"..profession..".png"
if not mob._custom_state.base_skin then
set_random_base_skin(mob)
end
local base_skin = mob._custom_state.base_skin
local tex = { base_skin .. "^" .. tex_clothes }
mob.object:set_properties({
textures = tex,
})
mob._textures_adult = tex
end
-- Set random villager profession
-- set_textures should be called afterwards
local set_random_profession = function(mob)
local p = math.random(1, #professions)
local profession = professions[p][1]
rp_mobs_mobs.set_villager_profession(mob, profession)
end
-- Set profession of villager mob to the given profession.
-- NOTE: This should only be called right after the villager was created,
-- not later. This function will not update the villager trades.
rp_mobs_mobs.set_villager_profession = function(mob, profession)
mob._custom_state.profession = profession
minetest.log("action", "[rp_mobs_mobs] Profession of villager at "..minetest.pos_to_string(mob.object:get_pos(), 1).." initialized as: "..tostring(profession))
rp_mobs_mobs.update_villager_textures(mob)
end
-- Gets profession of villager; also initializes
-- the profession if none set, and re-initializes
-- profession if set to an invalid one
local get_profession = function(mob)
if mob._custom_state.profession then
if profession_exists(mob._custom_state.profession) then
return mob._custom_state.profession
else
local old_profession = mob._custom_state.profession
minetest.log("warning", "[rp_mobs_mobs] Profession of villager at "..minetest.pos_to_string(mob.object:get_pos(), 1).." was invalid ("..tostring(old_profession).."). Re-rolling ...")
set_random_profession(mob)
return mob._custom_state.profession
end
else
set_random_profession(mob)
return mob._custom_state.profession
end
end
local find_closest_horizontal_dir = function(pos)
local modpos = table.copy(pos)
modpos.x = (modpos.x) % 1
modpos.z = (modpos.z) % 1
if (1-math.abs(modpos.x-0.5)) > (1-math.abs(modpos.z-0.5)) then
if modpos.x < 0.5 then
return "+x"
else
return "-x"
end
else
if modpos.z < 0.5 then
return "+z"
else
return "-z"
end
end
end
local find_free_horizontal_neighbor = function(pos, precise)
local neighbors = {
{ vector.new(-1,0,0), "-x" },
{ vector.new(1,0,0), "+x" },
{ vector.new(0,0,-1), "-z" },
{ vector.new(0,0,1), "+z" },
}
-- Check which neighbors are 'free'
-- (not blocking, not dangerous, not on air or fence;
-- 2 nodes space;
-- on walkable node)
local possible = {}
for n=1,#neighbors do
local npos = vector.add(pos, neighbors[n][1])
local nnode = minetest.get_node(npos)
local ndef = minetest.registered_nodes[nnode.name]
local bpos = vector.offset(npos, 0, -1, 0)
local bnode = minetest.get_node(bpos)
local bdef = minetest.registered_nodes[bnode.name]
local apos = vector.offset(npos, 0, 1, 0)
local anode = minetest.get_node(apos)
local adef = minetest.registered_nodes[anode.name]
if ndef and not ndef.walkable and ndef.drowning == 0 and ndef.damage_per_second <= 0 and
adef and not adef.walkable and adef.drowning == 0 and adef.damage_per_second <= 0 and
bdef and bdef.walkable and minetest.get_item_group(bnode.name, "fence") == 0 then
table.insert(possible, neighbors[n])
end
end
if #possible == 0 then
return
end
if precise then
-- Find the neighbor closest to pos
local closest_dir = find_closest_horizontal_dir(pos)
for p=1, #possible do
local offset = possible[p][1]
local dir = possible[p][2]
if closest_dir == dir then
return vector.round(vector.add(pos, offset))
end
end
end
-- Pick random possible neighbor
local r = math.random(1, #possible)
local offset = possible[r][1]
return vector.add(pos, offset)
end
local needs_look_for_neighbor = function(nodename, nodedef)
if nodedef.walkable then
return true
else
if nodename == "rp_default:papyrus" or minetest.get_item_group(nodename, "bonfire") == 1 then
return true
end
end
return false
end
-- Checks random nodes around startpos within distance searchdistance and
-- returns a node position that is both safe to stand on and
-- "dry" (i.e. no liquid move physics). tries is the maximum number of
-- node checks before giving up.
-- Returns nil if nothing was found.
local find_safe_and_dry_pos = function(startpos, searchdistance, tries)
local offset = vector.new(searchdistance, searchdistance, searchdistance)
local smin = vector.subtract(startpos, offset)
local smax = vector.add(startpos, offset)
for t=1, tries do
local pos = vector.new()
pos.x = math.random(smin.x, smax.x)
pos.y = math.random(smin.y, smax.y)
pos.z = math.random(smin.z, smax.z)
local node = minetest.get_node(pos)
local pos2 = vector.offset(pos, 0, 1, 0)
local node2 = minetest.get_node(pos2)
local pos3 = vector.offset(pos, 0, -1, 0)
local node3 = minetest.get_node(pos3)
-- Target position must be both non-blocking and non-swimmable (includes the node above)
if not is_node_blocking(node) and not is_node_blocking(node2) and
not is_node_swimmable(node) and not is_node_swimmable(node2) and
-- We must be able to stand
is_node_walkable(node3) then
return pos
end
end
end
local find_reachable_node = function(startpos, nodenames, searchdistance, under_air, check_site)
local offset = vector.new(searchdistance, searchdistance, searchdistance)
local smin = vector.subtract(startpos, offset)
local smax = vector.add(startpos, offset)
local nodes
if under_air then
nodes = minetest.find_nodes_in_area_under_air(smin, smax, nodenames)
else
nodes = minetest.find_nodes_in_area(smin, smax, nodenames)
end
while #nodes > 0 do
local r = math.random(1, #nodes)
local npos = nodes[r]
local searchpos
local nnode = minetest.get_node(nodes[r])
local ndef = minetest.registered_nodes[nnode.name]
local look_for_neighbor = needs_look_for_neighbor(nnode.name, ndef)
if look_for_neighbor then
searchpos = find_free_horizontal_neighbor(npos)
else
searchpos = npos
end
if searchpos then
local taken = false
if check_site then
taken = check_site(npos)
end
if taken then
end
if not taken then
return npos, searchpos
end
end
table.remove(nodes, r)
end
end
-- This microtask asynchronically searches a path from start to target.
-- When it's done, it will put the path in mob._temp_custom_state.follow_path
-- options are the pathfinder options
local create_microtask_find_path_async = function(start, target, options, target_type)
return rp_mobs.create_microtask({
label = "find path",
on_start = function(self, mob)
self.statedata.done = false
self.statedata.target_type = target_type
mob._temp_custom_state.follow_path = nil
local find_path = function(start, target, searchdistance, options, timeout)
local path = rp_pathfinder.find_path(start, target, searchdistance, options, timeout)
return path
end
local callback = function(path)
mob._temp_custom_state.follow_path = path
self.statedata.done = true
end
local options_ = table.copy(options)
local vmanip = rp_pathfinder.get_voxelmanip_for_path(start, target, PATHFINDER_SEARCHDISTANCE)
options_.vmanip = vmanip
minetest.handle_async(find_path, callback, start, target, PATHFINDER_SEARCHDISTANCE, options_, PATHFINDER_TIMEOUT)
end,
on_step = function()
-- no-op
end,
is_finished = function(self, mob)
if self.statedata.done then
return true
else
return false
end
end,
})
end
-- Check if villager site at site_pos is already taken by any nearby
-- mob besides `mob`.
-- site_type is either 'home_bed' or 'worksite'.
-- Returns true if site is taken, false otherwise.
local check_site_taken = function(mob, site_pos, site_type)
local objs = minetest.get_objects_inside_radius(site_pos, SITE_CONFLICT_RESOLVE_RADIUS)
local sites = {}
local site_hash = minetest.hash_node_position(site_pos)
for o=1, #objs do
local obj = objs[o]
local ent = obj:get_luaentity()
if ent and ent ~= mob and ent.name == "rp_mobs_mobs:villager" then
local site = ent._custom_state[site_type]
if site then
local hash = minetest.hash_node_position(site)
if hash == site_hash then
return true
end
end
end
end
return false
end
-- Resolve conflicts of the villagers's villager sites with nearby villagers,
-- i.e. when 2 or more villagers same home bed or worksite.
-- site_type is either 'home_bed' or 'worksite'.
local resolve_site_conflicts = function(mob, site_type)
local pos = mob.object:get_pos()
local objs = minetest.get_objects_inside_radius(pos, SITE_CONFLICT_RESOLVE_RADIUS)
local sites = {}
for o=1, #objs do
local obj = objs[o]
local ent = obj:get_luaentity()
if ent and ent.name == "rp_mobs_mobs:villager" then
local site = ent._custom_state[site_type]
if site then
local hash = minetest.hash_node_position(site)
if sites[hash] then
table.insert(sites[hash], ent)
else
sites[hash] = { ent }
end
end
end
end
for hash, users in pairs(sites) do
if #users >= 2 then
for u=2, #users do
users[u]._custom_state[site_type] = nil
end
end
end
end
local microtask_find_new_home_bed = rp_mobs.create_microtask({
label = "find new home bed",
singlestep = true,
on_step = function(self, mob, dtime)
if mob._custom_state.home_bed then
if bed.is_valid_bed(mob._custom_state.home_bed) then
resolve_site_conflicts(mob, "home_bed")
return
else
mob._custom_state.home_bed = nil
local mobpos = mob.object:get_pos()
minetest.log("action", "[rp_mobs_mobs] Villager at "..minetest.pos_to_string(mobpos, 1).." lost their home bed")
end
end
local mobpos = mob.object:get_pos()
if not mobpos then
return
end
local check_site = function(pos)
return check_site_taken(mob, pos, "home_bed")
end
local bedpos = find_reachable_node(mobpos, { "rp_bed:bed_foot" }, MAX_HOME_BED_DISTANCE, true, check_site)
if bedpos then
mob._custom_state.home_bed = bedpos
minetest.log("action", "[rp_mobs_mobs] Villager at "..minetest.pos_to_string(mobpos, 1).." found new home bed at "..minetest.pos_to_string(bedpos))
end
end,
})
local is_valid_worksite = function(pos, profession)
local expected_worksite = worksites[profession]
if not expected_worksite then
return false
end
local node = minetest.get_node(pos)
local expected_nodename = expected_worksite[1]
if string.sub(expected_nodename, 1, 6) == "group:" then
local groupname = string.sub(expected_nodename, 7)
return minetest.get_item_group(node.name, groupname) ~= 0
else
return node.name == expected_nodename
end
end
local microtask_find_new_worksite = rp_mobs.create_microtask({
label = "find new worksite",
singlestep = true,
on_step = function(self, mob, dtime)
local profession = mob._custom_state.profession
if mob._custom_state.worksite then
if is_valid_worksite(mob._custom_state.worksite, profession) then
resolve_site_conflicts(mob, "worksite")
else
mob._custom_state.worksite = nil
local mobpos = mob.object:get_pos()
minetest.log("action", "[rp_mobs_mobs] Villager at "..minetest.pos_to_string(mobpos, 1).." lost their worksite")
end
return
end
local mobpos = mob.object:get_pos()
if not mobpos then
return
end
local targetnodes
local under_air = true
if worksites[profession] then
targetnodes = worksites[profession][1]
under_air = worksites[profession][2]
end
local target
if targetnodes then
local check_site = function(pos)
return check_site_taken(mob, pos, "worksite")
end
target = find_reachable_node(mobpos, targetnodes, WORK_DISTANCE, under_air, check_site)
end
if target then
mob._custom_state.worksite = target
minetest.log("action", "[rp_mobs_mobs] Villager at "..minetest.pos_to_string(mobpos, 1).." found new worksite at "..minetest.pos_to_string(target))
end
end,
})
local create_microtask_open_door = function(door_pos, walk_axis)
return rp_mobs.create_microtask({
label = "open door",
singlestep = true,
on_step = function(self, mob)
local dist = vector.distance(mob.object:get_pos(), door_pos)
if dist > REACH then
-- Fail microtask if mob is too far away from door
return
end
-- Technically, this does not *really* open
-- the door but instead check if the current
-- free axis (that the mob can move through)
-- mismatches the axis the mob wants to walk in
-- and only *then* toggles the door.
-- This may not always align with the door's
-- open/close state but the mob doesn't need to
-- care, it just wants to free the way.
-- The door will be "opened" from the mob's perspective.
local free_axis = door.get_free_axis(door_pos)
if not free_axis then
return
end
if free_axis ~= walk_axis then
door.toggle_door(door_pos)
end
end,
})
end
local create_microtask_open_fence_gate = function(fence_gate_pos)
return rp_mobs.create_microtask({
label = "open fence gate",
singlestep = true,
on_step = function(self, mob)
local dist = vector.distance(mob.object:get_pos(), fence_gate_pos)
if dist > REACH then
-- Fail microtask if mob is too far away from fence gate
return
end
-- Toggle fence gate if closed; otherwise to nothing
local node = minetest.get_node(fence_gate_pos)
local is_closed = minetest.get_item_group(node.name, "fence_gate") == 1
if is_closed then
default.toggle_fence_gate(fence_gate_pos)
end
end,
})
end
-- Handle basic physics (gravity)
local physics_decider = function(task_queue, mob)
local mt_gravity = rp_mobs.create_microtask({
label = "gravity",
on_start = function(self, mob)
-- Is true when mob is in climbable node
mob._temp_custom_state.in_climbable_node = false
-- Is true when mob is in liquid node
mob._temp_custom_state.in_liquid_node = false
-- Is true when gravity is enabled
self.statedata.gravity = nil
self.statedata.timer = 0
end,
on_step = function(self, mob, dtime)
local mobpos = mob.object:get_pos()
local rmobpos = vector.round(mobpos)
local hash = minetest.hash_node_position(rmobpos)
self.statedata.timer = self.statedata.timer + dtime
if self.statedata.last_pos_hash ~= hash or self.statedata.timer >= 1 then
local ndef = minetest.registered_nodes[mob._env_node.name]
local nfdef = minetest.registered_nodes[mob._env_node_floor.name]
if (ndef and ndef.climbable) or (nfdef and nfdef.climbable) then
mob._temp_custom_state.in_climbable_node = true
else
mob._temp_custom_state.in_climbable_node = false
end
if (ndef and is_node_swimmable(mob._env_node)) or (nfdef and is_node_swimmable(mob._env_node_floor)) then
mob._temp_custom_state.in_liquid_node = true
else
mob._temp_custom_state.in_liquid_node = false
end
local grav = not (mob._temp_custom_state.in_climbable_node or mob._temp_custom_state.in_liquid_node)
-- If falling or rising fast in climbable/swimmable node, slow down
if not grav then
local vel = mob.object:get_velocity()
local epsilon = 0.05
if vel.y > CLIMB_SPEED+epsilon then
vel.y = math.max(CLIMB_SPEED+epsilon, vel.y - CLIMB_DRAG)
mob.object:set_velocity(vel)
elseif vel.y < -CLIMB_SPEED-epsilon then
vel.y = math.min(-CLIMB_SPEED-epsilon, vel.y + CLIMB_DRAG)
mob.object:set_velocity(vel)
end
end
if grav ~= self.statedata.gravity then
self.statedata.gravity = grav
if grav then
mob.object:set_acceleration(rp_mobs.GRAVITY_VECTOR)
else
mob.object:set_acceleration(vector.zero())
end
end
self.statedata.last_pos_hash = hash
self.statedata.timer = 0
end
end,
is_finished = function(self, mob)
return false
end,
})
local task = rp_mobs.create_task({label="physics handling"})
rp_mobs.add_microtask_to_task(mob, mt_gravity, task)
rp_mobs.add_task_to_task_queue(task_queue, task)
end
-- Walk through all nodes along the given path
-- and create a table of "to-do" tasks.
-- each element in the todo table is one of these:
--
-- * { type = "path", path = <path> }
-- * { type = "climb", path = <path> }
-- * { type = "door", pos = <door pos> }
-- * { type = "fence_gate", pos = <fence gate pos> }
-- * { type = "idle", time = <idle time in seconds> }
-- The point of this is to split the input path
-- into multiple paths separated by doors.
local path_to_todo_list = function(path)
if not path then
return
end
local prev_pos
local prev_todo
local todo = {}
local current_path = {}
local current_climb_path = {}
local flush_path = function()
if #current_path > 0 then
table.insert(todo, {
type = "path",
path = table.copy(current_path),
})
prev_todo = "path"
current_path = {}
end
end
local flush_climb = function()
if #current_climb_path > 0 then
table.insert(todo, {
type = "climb",
path = table.copy(current_climb_path),
})
prev_todo = "climb"
current_climb_path = {}
end
end
for p=1, #path do
local pos = path[p]
local pos2 = vector.offset(pos, 0, 1, 0)
local pos3 = vector.offset(pos, 0, -1, 0)
local node = minetest.get_node(pos)
local node2 = minetest.get_node(pos2)
local node3 = minetest.get_node(pos3)
local def = minetest.registered_nodes[node.name]
local def2 = minetest.registered_nodes[node2.name]
local def3 = minetest.registered_nodes[node3.name]
local going_down, going_up = false, false
local next_pos
if p < #path then
next_pos = path[p+1]
if pos.y > next_pos.y then
going_down = true
elseif pos.y < next_pos.y then
going_up = true
end
end
-- Climbable node (ladder, etc.).
-- Also: swimmable node
if (def and def.climbable) or (def3 and def3.climbable) or
is_node_swimmable(node) or is_node_swimmable(node3) then
if prev_todo == "walk" or prev_todo == "door" or prev_todo == "fence_gate" then
table.insert(current_path, pos)
end
flush_path()
table.insert(current_climb_path, pos)
prev_todo = "climb"
-- Door
elseif minetest.get_item_group(node.name, "door") ~= 0 or minetest.get_item_group(node2.name, "door") ~= 0 then
flush_climb()
flush_path()
-- Get the mob walking direction
-- by looking at previous or next position in the path
local axis
local other_pos
local next_pos
if p < #path then
next_pos = path[p+1]
end
local uses_prev = false
if prev_pos then
other_pos = prev_pos
uses_prev = true
else
if p < #path then
other_pos = next_pos
else
-- Fallback if path is only 1 entry long
other_pos = vector.zero()
end
end
-- Record the axis the mob wants to walk,
-- so the mob knows whether the door needs to be toggled
if other_pos.x ~= pos.x then
axis = "x"
else
axis = "z"
end
local door_pos
if minetest.get_item_group(node.name, "door") == 0 then
-- In case the door is 1 node above the ground.
door_pos = pos2
else
door_pos = pos
end
-- Wait a moment if we passed an 'openable' node before
-- (simulates interaction cooldown)
if prev_todo == "door" or prev_todo == "fence_gate" then
table.insert(todo, {
type = "idle",
time = IDLE_INTERACT_TIME,
})
end
-- Mark the door to be opened.
-- Note: This does not mean the mob will always toggle the door,
-- only if it is *neccessary* to toggle it to free the way
-- once the mob reaches it.
table.insert(todo, {
type = "door",
pos = door_pos,
axis = axis,
})
prev_todo = "door"
-- Add a 1-entry long path todo right after the door to force the mob
-- to walk into the door node. This avoids the mob opening multiple doors
-- that are placed right behind each other to be opened all at once.
table.insert(current_path, pos)
flush_path()
-- Literal Corner Case:
-- If the door is right in a position where the path takes a corner (90° turn),
-- the door might need to get toggled *again* after the mob is
-- inside the door node.
if uses_prev and next_pos and next_pos.x ~= prev_pos.x then
if next_pos.x ~= pos.x then
axis = "x"
else
axis = "z"
end
table.insert(todo, {
type = "door",
pos = door_pos,
axis = axis,
})
prev_todo = "door"
end
elseif minetest.get_item_group(node.name, "fence_gate") ~= 0 or minetest.get_item_group(node2.name, "fence_gate") ~= 0 then
flush_climb()
flush_path()
-- Wait a moment if we passed an 'openable' node before
-- (simulates interaction cooldown)
if prev_todo == "door" or prev_todo == "fence_gate" then
table.insert(todo, {
type = "idle",
time = IDLE_INTERACT_TIME,
})
end
-- Check node above ground, and the node above that for fence gates;
-- because the villager is 2 nodes high, we need to check 2 nodes.
local fence_gate_pos_1, fence_gate_pos_2
if minetest.get_item_group(node.name, "fence_gate") ~= 0 then
fence_gate_pos_1 = pos
end
if minetest.get_item_group(node2.name, "fence_gate") ~= 0 then
fence_gate_pos_2 = pos2
end
-- Mark the fence gate(s) to be opened.
-- Note: This does not mean the mob will always toggle the fence gate,
-- only if it is *neccessary* to toggle it to free the way
-- once the mob reaches it.
-- Fence gate on ground
if fence_gate_pos_1 then
table.insert(todo, {
type = "fence_gate",
pos = fence_gate_pos_1,
})
end
-- Short delay when opening two fence gates
-- (simulates interaction cooldown)
if fence_gate_pos_1 and fence_gate_pos_2 then
table.insert(todo, {
type = "idle",
time = IDLE_INTERACT_TIME,
})
end
-- Fence gate above that
if fence_gate_pos_2 then
table.insert(todo, {
type = "fence_gate",
pos = fence_gate_pos_2,
})
end
prev_todo = "fence_gate"
-- Add a 1-entry long path todo right after the fence gate(s) to force the mob
-- to walk into it. This avoids the mob opening multiple fence gates
-- that are placed right behind each other to be opened all at once.
table.insert(current_path, pos)
flush_path()
-- Any other node ...
else
flush_climb()
-- ... is part of a normal path to walk on
table.insert(current_path, pos)
prev_todo = "walk"
end
prev_pos = pos
end
flush_climb()
flush_path()
return todo
end
-- Turns a path (sequence of coordinates) into a sequence of
-- microtasks
local path_to_microtasks = function(path)
-- Stop following the climb path if no longer climbing or in liquid.
-- Note: Villagers treat climbable and liquid nodes to be phyiscally equal.
local stop_follow_path_climb = function(self, mob, dtime)
if not mob._temp_custom_state.in_climbable_node and not mob._temp_custom_state.in_liquid_node then
return true, false
else
return false
end
end
-- Validate if the next position in the villager path is still valid.
-- Used to halt the villager if the path was sabotaged.
local validate_next_path_pos = function(pos, node)
local def = minetest.registered_nodes[node.name]
if not def then
return false
end
if is_node_blocking_water_ok(node) or is_node_stucking(node) then
return false
end
local apos = vector.offset(pos, 0, 1, 0)
local anode = minetest.get_node(apos)
if is_node_blocking_water_ok(anode) or is_node_stucking(anode) then
return false
end
local fpos = vector.offset(pos, 0, -1, 0)
local fnode = minetest.get_node(fpos)
local fdef = minetest.registered_nodes[fnode.name]
if not is_node_walkable(fnode) and not is_node_swimmable(fnode) and (fdef and not fdef.climbable) then
return false
end
return true
end
local todo = path_to_todo_list(path)
local microtasks = {}
if not todo then
return {}
end
for t=1, #todo do
local entry = todo[t]
local mt
if entry.type == "path" then
mt = rp_mobs.microtasks.follow_path(entry.path, WALK_SPEED, JUMP_STRENGTH, true, true, nil, validate_next_path_pos)
mt.start_animation = "walk"
elseif entry.type == "door" then
mt = create_microtask_open_door(entry.pos, entry.axis)
mt.start_animation = "idle"
elseif entry.type == "fence_gate" then
mt = create_microtask_open_fence_gate(entry.pos)
mt.start_animation = "idle"
elseif entry.type == "climb" then
mt = rp_mobs.microtasks.follow_path_climb(entry.path, WALK_SPEED, CLIMB_SPEED, true, stop_follow_path_climb, nil, nil, nil, validate_next_path_pos)
elseif entry.type == "idle" then
mt = rp_mobs.microtasks.drag(vector.new(STAND_DRAG,0,STAND_DRAG), {"x", "z"}, entry.time)
mt.start_animation = "idle"
else
minetest.log("error", "[rp_mobs_mobs] path_to_microtasks: Invalid entry type in TODO list!")
return
end
table.insert(microtasks, mt)
end
return microtasks
end
-- Make mob look at target object (by setting yaw)
local look_at = function(mob, target)
local mpos = mob.object:get_pos()
local tpos = target:get_pos()
mpos.y = 0
tpos.y = 0
local dir = vector.direction(mpos, tpos)
local yaw = minetest.dir_to_yaw(dir)
mob.object:set_yaw(yaw)
end
-- Look at random direction or nearby player
local microtask_look_around = rp_mobs.create_microtask({
label = "look around",
singlestep = true,
on_step = function(self, mob, dtime)
local look_at_player = true
-- Villager must not be angry to look at player
if not mob._temp_custom_state.angry_at then
-- Pick random player in range and look at them
local mpos = mob.object:get_pos()
local objs = minetest.get_objects_inside_radius(mpos, PLAYER_LOOK_AT_RANGE)
local players = {}
for o=1, #objs do
local obj = objs[o]
if obj:is_player() then
table.insert(players, obj)
end
end
if #players > 0 then
local r = math.random(1, #players)
look_at(mob, players[r])
return
end
end
-- Look randomly if no player found
local yaw = math.random(0, 360) / 360 * (math.pi*2)
mob.object:set_yaw(yaw)
end,
start_animation = "idle",
})
local create_microtask_generate_microtasks_from_path = function()
return rp_mobs.create_microtask({
label = "generate microtasks from path",
singlestep = true,
on_step = function(self, mob)
if not mob._temp_custom_state.follow_path then
return
end
local mts = path_to_microtasks(mob._temp_custom_state.follow_path)
for m=1, #mts do
local parent_task = self.task
local microtask = mts[m]
rp_mobs.add_microtask_to_task(mob, microtask, parent_task)
end
end,
})
end
local movement_decider_step = function(task_queue, mob, dtime)
-- Reduce load
if not mob._temp_custom_state.reflex_timer then
mob._temp_custom_state.reflex_timer = 0
end
mob._temp_custom_state.reflex_timer = mob._temp_custom_state.reflex_timer + dtime
if mob._temp_custom_state.reflex_timer < REFLEX_TIME then
return
end
mob._temp_custom_state.reflex_timer = 0
local mobpos = mob.object:get_pos()
local umobpos = vector.offset(mobpos, 0, -0.5, 0)
local rmobpos = vector.round(umobpos)
local rmobpos2 = vector.offset(rmobpos, 0, 1, 0)
local mnode = minetest.get_node(rmobpos)
local mnode2 = minetest.get_node(rmobpos2)
-- Test if mob is stuck; unstuck it if that's the case
if is_node_stucking(mnode) or is_node_stucking(mnode2) then
local current_task_entry = task_queue.tasks:getFirst()
if current_task_entry and current_task_entry.data and current_task_entry.data.label ~= "stand still" then
return
end
rp_mobs.clear_task_queue(task_queue)
-- Mob is stuck in some solid node;
-- try to find a free neighbor.
local unstuckmobpos = table.copy(mobpos)
unstuckmobpos.y = unstuckmobpos.y - 0.5
local target = find_free_horizontal_neighbor(unstuckmobpos, true)
if not target then
return
end
-- Add a minimal microtask to walk to a neighboring free node
mob._temp_custom_state.follow_path = {target}
local mts = path_to_microtasks(mob._temp_custom_state.follow_path)
local task_walk = rp_mobs.create_task({label="get unstuck"})
for m=1, #mts do
local microtask = mts[m]
rp_mobs.add_microtask_to_task(mob, microtask, task_walk)
end
rp_mobs.add_task_to_task_queue(task_queue, task_walk)
return
-- Test if node is in a swimmable node; pathfind out of that if that's the case
elseif is_node_swimmable(mnode) or is_node_swimmable(mnode2) then
local current_task_entry = task_queue.tasks:getFirst()
if current_task_entry and current_task_entry.data and current_task_entry.data.label == "swim to safety" then
return
end
local safe_pos = find_safe_and_dry_pos(mobpos, LIQUID_ESCAPE_RANGE, LIQUID_ESCAPE_TRIES)
if safe_pos then
rp_mobs.clear_task_queue(task_queue)
local options = table.copy(PATHFINDER_OPTIONS)
options.handler_blocking = is_node_blocking_water_ok
options.handler_climbable = is_node_swimmable
local mt_find_path = create_microtask_find_path_async(mobpos, safe_pos, options, "swim to safety")
mt_find_path.start_animation = "idle"
local mt_generate_microtasks = create_microtask_generate_microtasks_from_path()
local task = rp_mobs.create_task({label="swim to safety"})
rp_mobs.add_microtask_to_task(mob, mt_find_path, task)
rp_mobs.add_microtask_to_task(mob, mt_generate_microtasks, task)
rp_mobs.add_task_to_task_queue(task_queue, task)
return
end
end
end
local movement_decider_empty = function(task_queue, mob)
local mobpos = mob.object:get_pos()
local task_stand = rp_mobs.create_task({label="stand still"})
rp_mobs.add_microtask_to_task(mob, microtask_look_around, task_stand)
local mt_stand = rp_mobs.microtasks.drag(vector.new(STAND_DRAG,0,STAND_DRAG), {"x", "z"}, IDLE_TIME)
mt_stand.start_animation = "idle"
rp_mobs.add_microtask_to_task(mob, mt_stand, task_stand)
rp_mobs.add_task_to_task_queue(task_queue, task_stand)
-- Regular day activity based on schedule: Go to bed, go to work or play
local day_phase = get_day_phase()
local profession = mob._custom_state.profession
local schedule
if profession then
schedule = schedules[profession]
end
if not schedule then
schedule = schedules.none
end
local activity = schedule[day_phase]
if not activity then
minetest.log("error", "[rp_mobs_mobs] No villager schedule for villager at "..minetest.pos_to_string(mob.object:get_pos(), 1).."! (day_phase='"..tostring(day_phase).."', profession='"..tostring(profession).."')")
return
end
-- target is the position where we actually go to;
-- target_block is the position of the block we target
local target, target_block
local task_label
if activity == "sleep" then
-- Go to home bed
if mob._custom_state.home_bed then
target_block = mob._custom_state.home_bed
target = find_free_horizontal_neighbor(mob._custom_state.home_bed)
task_label = "walk to bed"
end
elseif activity == "work" then
-- Go to worksite
if mob._custom_state.worksite then
target_block = mob._custom_state.worksite
if profession == "farmer" then
-- Farmer's worksite is crops, so we can stand directly on top
target = mob._custom_state.worksite
else
target = find_free_horizontal_neighbor(mob._custom_state.worksite)
end
task_label = "walk to workplace"
end
elseif activity == "play" then
-- Go around sites of interest in village
local targetnodes
local under_air = true
task_label = "walk to recreation site"
local a = math.random(1, 4)
if a == 1 then
targetnodes = { "group:bonfire" }
under_air = true
else
targetnodes = { "group:bookshelf", "group:chest", "rp_itemshow:showcase" }
under_air = false
end
if targetnodes then
target_block, target = find_reachable_node(mobpos, targetnodes, WORK_DISTANCE, under_air)
end
else
minetest.log("error", "[rp_mobs_mobs] Unknown villager schedule type: "..tostring(activity))
return
end
if target and target_block then
-- Check if we are already close to the target block.
-- If yes, no need to pathfind again.
local dist = vector.distance(mobpos, target_block)
local ydist = math.abs(target_block.y - mobpos.y)
if dist >= 1.42 or ydist >= 1 then
-- First find the path asynchronously ...
local mt_find_path = create_microtask_find_path_async(mobpos, target, PATHFINDER_OPTIONS, activity)
-- Reset home bed or work site if no path found
mt_find_path.on_end = function(self, mob)
if mob._temp_custom_state.follow_path == nil then
if self.statedata.target_type == "work" then
mob._custom_state.worksite = nil
minetest.log("info", "[rp_mobs_mobs] Villager at "..minetest.pos_to_string(mob.object:get_pos(), 1).." couldn't find path to worksite; resetting ...")
elseif self.statedata.target_type == "sleep" then
mob._custom_state.home_bed = nil
minetest.log("info", "[rp_mobs_mobs] Villager at "..minetest.pos_to_string(mob.object:get_pos(), 1).." couldn't find path to home bed; resetting ...")
end
end
end
mt_find_path.start_animation = "idle"
-- ... then follow it
local mt_generate_microtasks = create_microtask_generate_microtasks_from_path()
local task_walk = rp_mobs.create_task({label=task_label or "walk to somewhere"})
rp_mobs.add_microtask_to_task(mob, mt_find_path, task_walk)
rp_mobs.add_microtask_to_task(mob, mt_generate_microtasks, task_walk)
rp_mobs.add_task_to_task_queue(task_queue, task_walk)
end
end
end
local find_sites_decider = function(task_queue, mob)
local task = rp_mobs.create_task({label="find new home bed and worksite"})
local mt_sleep = rp_mobs.microtasks.sleep(FIND_SITE_IDLE_TIME)
rp_mobs.add_microtask_to_task(mob, microtask_find_new_home_bed, task)
rp_mobs.add_microtask_to_task(mob, mt_sleep, task)
rp_mobs.add_microtask_to_task(mob, microtask_find_new_worksite, task)
rp_mobs.add_microtask_to_task(mob, mt_sleep, task)
rp_mobs.add_task_to_task_queue(task_queue, task)
end
local heal_decider = function(task_queue, mob)
local mt_heal = rp_mobs.create_microtask({
label = "regenerate health",
on_start = function(self, mob)
mob._custom_state.healing_timer = 0
end,
on_step = function(self, mob, dtime)
-- Slowly heal over time
mob._custom_state.healing_timer = mob._custom_state.healing_timer + dtime
if mob._custom_state.healing_timer >= HEAL_TIME then
rp_mobs.heal(mob, 1)
mob._custom_state.healing_timer = 0
end
end,
is_finished = function()
return false
end,
})
local task = rp_mobs.create_task({label="regenerate health"})
rp_mobs.add_microtask_to_task(mob, mt_heal, task)
rp_mobs.add_task_to_task_queue(task_queue, task)
end
-- Profession-specific drops
local droptables = {
-- The drops are intentionally pretty cheap. While this allows the player
-- to kill villagers for loot, the reward isn't great and there
-- are usually more efficient methods to get these items.
tavernkeeper = {
{ name = "rp_default:apple", chance = 2, min = 1, max = 2 },
{ name = "rp_default:bucket", chance = 4, min = 1, max = 1 },
},
blacksmith = {
{ name = "rp_default:lump_coal", chance = 2, min = 1, max = 2 },
},
farmer = {
{ name = "rp_farming:wheat", chance = 2, min = 1, max = 3 },
},
carpenter = {
{ name = "rp_default:planks_oak", chance = 1, min = 1, max = 3 },
{ name = "rp_default:stick", chance = 3, min = 2, max = 6 },
},
butcher = {
{ name = "rp_default:axe_stone", chance = 8, min = 1, max = 1 },
{ name = "rp_mobs_mobs:meat_raw", chance = 4, min = 1, max = 1 },
},
}
rp_mobs.register_mob("rp_mobs_mobs:villager", {
description = S("Villager"),
tags = { humanoid = 1, peaceful = 1 },
-- Profession-specific drops
drop_func = function(self)
if (self._child) then
return {}
end
if not self._custom_state then
return {}
end
local profession = self._custom_state.profession
local droptable = droptables[profession]
if not droptable then
return {}
end
local to_drop = {}
for d=1, #droptable do
local drop = droptable[d]
local rnd = math.random(1, drop.chance)
if rnd == 1 then
local count = math.random(drop.min, drop.max)
if count > 0 then
drop = drop.name .. " "..count
table.insert(to_drop, drop)
end
end
end
return to_drop
end,
animations = {
["idle"] = { frame_range = { x = 0, y = 79 }, default_frame_speed = 30 },
["dead_static"] = { frame_range = { x = 0, y = 0 } },
["walk"] = { frame_range = { x = 168, y = 187 }, default_frame_speed = 30 },
["run"] = { frame_range = { x = 168, y = 187 }, default_frame_speed = 30 },
["punch"] = { frame_range = { x = 200, y = 219 }, default_frame_speed = 30 },
},
front_body_point = vector.new(0, -0.6, 0.2),
path_check_point = vector.new(0, -0.5, 0),
dead_y_offset = 0.6,
default_sounds = {
damage = "default_punch",
death = "default_punch",
},
entity_definition = {
initial_properties = {
hp_max = 20,
physical = true,
-- disable object collision to simplify pathfinding
collide_with_objects = false,
collisionbox = { -0.35, -1.0, -0.35, 0.35, 0.77, 0.35},
selectionbox = { -0.32, -1.0, -0.22, 0.32, 0.77, 0.22, rotate=true},
visual = "mesh",
mesh = "mobs_villager.b3d",
-- Texture will be overridden on first spawn
textures = { "mobs_villager1.png" },
makes_footstep_sound = true,
stepheight = 0.6,
},
get_staticdata = rp_mobs.get_staticdata_default,
on_death = rp_mobs.on_death_default,
on_punch = rp_mobs_mobs.on_punch_make_hostile,
on_activate = function(self, staticdata)
rp_mobs.init_mob(self)
rp_mobs.restore_state(self, staticdata)
if not self._custom_state.profession then
set_random_profession(self)
end
rp_mobs_mobs.update_villager_textures(self)
rp_mobs.init_fall_damage(self, true)
rp_mobs.init_breath(self, true, {
breath_max = 11,
drowning_point = vector.new(0, 0.5, 0.1)
})
rp_mobs.init_node_damage(self, true, {
node_damage_points={
vector.new(0, -0.5, 0),
vector.new(0, 0.5, 0),
},
})
-- Stop horizontal movement on (re-)spawn
local vel = self.object:get_velocity()
vel.x = 0
vel.z = 0
self.object:set_velocity(vel)
rp_mobs.init_tasks(self)
local physics_task_queue = rp_mobs.create_task_queue(physics_decider)
local movement_task_queue = rp_mobs.create_task_queue(movement_decider_empty, movement_decider_step)
local heal_task_queue = rp_mobs.create_task_queue(heal_decider)
local angry_task_queue = rp_mobs.create_task_queue(rp_mobs_mobs.create_angry_cooldown_decider(VIEW_RANGE, ANGRY_COOLDOWN_TIME))
local find_sites_task_queue = rp_mobs.create_task_queue(find_sites_decider)
rp_mobs.add_task_queue(self, physics_task_queue)
rp_mobs.add_task_queue(self, movement_task_queue)
rp_mobs.add_task_queue(self, heal_task_queue)
rp_mobs.add_task_queue(self, angry_task_queue)
rp_mobs.add_task_queue(self, find_sites_task_queue)
end,
on_step = function(self, dtime, moveresult)
rp_mobs.handle_dying(self, dtime, moveresult, rp_mobs_mobs.get_dying_step(true, true))
rp_mobs.scan_environment(self, dtime)
rp_mobs.handle_environment_damage(self, dtime, moveresult)
rp_mobs.handle_tasks(self, dtime, moveresult)
end,
on_rightclick = function(self, clicker)
if self._dying then
return
end
local item = clicker:get_wielded_item()
local player_name = clicker:get_player_name()
local villager_name = self._name or ""
if self._temp_custom_state.angry_at and self._temp_custom_state.angry_at:is_player() and self._temp_custom_state.angry_at == clicker then
-- Villager is angry at player
villager_speech.say_random("hostile", player_name, villager_name)
return
end
local profession = get_profession(self)
local iname = item:get_name()
if profession ~= "blacksmith" and (minetest.get_item_group(iname, "sword") > 0 or minetest.get_item_group(iname, "spear") > 0) then
-- Villager is annoyed by a weapon in hand
villager_speech.say_random("annoying_weapon", player_name, villager_name)
return
end
local hp = self.object:get_hp()
local hp_max = self.object:get_properties().hp_max
do
-- No trading if low health
if hp < 5 then
-- Complain about being hurt
villager_speech.say_random("hurt", player_name, villager_name)
achievements.trigger_achievement(clicker, "smalltalk")
return
end
-- Initialize the list of offered trades if none so far
if not self._custom_state.trades then
self._custom_state.trades = {}
local possible_trades = table.copy(gold.trades[profession])
for t=1, TRADES_COUNT do
if #possible_trades == 0 then
break
end
local index = util.choice(possible_trades, gold.pr)
local trade = possible_trades[index]
table.insert(self._custom_state.trades, trade)
table.remove(possible_trades, index)
end
minetest.log("action", "[rp_mobs_mobs] Villager trades of villager at "..minetest.pos_to_string(self.object:get_pos(), 1).." initialized")
end
if not self._temp_custom_state.trade or not self._temp_custom_state.trade_index then
self._temp_custom_state.trade_index = 1
if not self._temp_custom_state.trade then
self._temp_custom_state.trade = self._custom_state.trades[self._temp_custom_state.trade_index]
end
end
-- Attempt to trade
local trading = gold.trade(self._temp_custom_state.trade, profession, clicker, self, self._temp_custom_state.trade_index, self._custom_state.trades)
-- Normal talking
if not trading then
if hp >= hp_max-7 then
-- Good mood: Talk about item in hand or about something random
local has_worksite = self._custom_state.worksite and is_valid_worksite(self._custom_state.worksite, profession)
local has_bed = self._custom_state.home_bed and bed.is_valid_bed(self._custom_state.home_bed)
local talked = villager_speech.talk_about_item(profession, iname, player_name, villager_name, has_worksite, has_bed)
if not talked then
villager_speech.smalltalk(profession, player_name, villager_name, has_worksite, has_bed)
end
elseif hp >= 5 then
-- Low HP: Complain about exhaustion
villager_speech.say_random("exhausted", player_name, villager_name)
else
-- Very low HP: Complain about being hurt
villager_speech.say_random("hurt", player_name, villager_name)
end
achievements.trigger_achievement(clicker, "smalltalk")
end
end
end,
_rp_explosions_knockback = true,
},
})
rp_mobs.register_mob_item("rp_mobs_mobs:villager", "mobs_villager_inventory.png", nil, function(mob, itemstack)
local profession = mob._custom_state.profession
if profession then
local meta = itemstack:get_meta()
meta:set_string("inventory_image", "mobs_villager_"..profession.."_inventory.png")
meta:set_string("wield_image", "mobs_villager_"..profession.."_inventory.png")
meta:set_string("description", professions_keys[profession])
else
meta:set_string("inventory_image", "")
meta:set_string("wield_image", "")
end
return itemstack
end)
do
local groups = minetest.registered_items["rp_mobs_mobs:villager"].groups
groups.not_in_creative_inventory = 1
minetest.override_item("rp_mobs_mobs:villager", { groups = groups })
end
for p=1, #professions do
local profession = professions[p][1]
local desc = professions[p][2]
local item = ItemStack("rp_mobs_mobs:villager")
local meta = item:get_meta()
meta:set_string("inventory_image", "mobs_villager_"..profession.."_inventory.png")
meta:set_string("wield_image", "mobs_villager_"..profession.."_inventory.png")
meta:set_string("description", desc)
local staticdata_table = { _custom_state = { profession = profession } }
local staticdata = minetest.serialize(staticdata_table)
meta:set_string("staticdata", staticdata)
creative.register_special_item(item)
end
minetest.register_async_dofile(minetest.get_modpath("rp_pathfinder").."/init.lua")