246 lines
6.4 KiB
Lua

npcs = {}
npcs.npcs = {}
npcs.all_npcs = {}
function npcs.register_npc(name, def)
npcs.npcs[name] = true
table.insert(npcs.all_npcs, name)
def.description = def.description or "NPC"
def.groups = def.groups or ""
def.drawtype = def.drawtype or "mesh"
if def.drawtype == "mesh" then
def.mesh = def.mesh or "npc.x"
def.paramtype = def.paramtype or "light"
def.paramtype2 = def.paramtype2 or "facedir"
def.visual_scale = def.visual_scale or 1.0
end
def.tiles = def.tiles or {"character.png"}
if def.npc_type == "quest" then
def.on_rightclick = function(pos, node, player, itemstack, pt)
local name = player:get_player_name()
if quests.process_npc_goals(name, "talk", pt.under) then
return
end
local q = def.npc_get_quest(pos, player)
if not(quests.has_quest(name, q.title .. (q.id or ""))) then
local d = dialogue.new(q.text)
d:add_option("Ok", function(n)
quests.add_quest(n, q)
end)
d:add_option("Quit", function(n)
end)
d:show(name)
end
end
elseif def.npc_type == "text" then
def.on_rightclick = function(pos, node, player, itemstack, pt)
if quests.process_npc_goals(player:get_player_name(), "talk", pt.under) then
return
end
local name = player:get_player_name()
quests.show_text(def.npc_text, name)
end
elseif def.npc_type == "texts" then
def.on_rightclick = function(pos, node, player, itemstack, pt)
if quests.process_npc_goals(player:get_player_name(), "talk", pt.under) then
return
end
local name = player:get_player_name()
quests.show_text(def.npc_texts[math.random(#def.npc_texts)], name)
end
elseif def.npc_type == "quests" then
def.on_rightclick = function(pos, node, player, itemstack, pt)
if quests.process_npc_goals(player:get_player_name(), "talk", pt.under) then
return
end
local d = dialogue.new(def.npc_text)
local my_quests = def.npc_get_quests(pos, player)
for i, q in ipairs(my_quests) do
if not(quests.has_quest(player:get_player_name(), q.title .. (q.id or ""))) then
d:add_option(q.title, function(name)
quests.add_quest(name, q)
end)
end
end
d:show(player:get_player_name())
end
elseif def.npc_type == "shop" then
def.on_rightclick = function(pos, node, player, itemstack, pt)
if quests.process_npc_goals(player:get_player_name(), "talk", pt.under) then
return
end
local d = dialogue.new(def.npc_text)
for i, item in ipairs(def.npc_items) do
d:add_option(item.text, function(name)
if player then
local inv = player:get_inventory()
if inv:contains_item("main", item.input) and inv:room_for_item("main", item.output) then
inv:remove_item("main", item.input)
inv:add_item("main", item.output)
end
end
end)
end
d:show(player:get_player_name())
end
end
minetest.register_node(name, def)
end
minetest.register_node("npcs:spawner", {
description = "NPC Spawner",
drawtype = "airlike",
})
minetest.register_abm({
nodenames = {"npcs:spawner"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.set_node(pos, {name = npcs.all_npcs[math.random(#npcs.all_npcs)], param2 = math.random(0,3)})
end,
})
npcs.register_npc("npcs:farmer_1", {
tiles = {"npc_1.png"},
npc_type = "shop",
npc_text = "Hi! Do you want to buy an item?",
npc_items = {
{
input = "money:silver_coin",
output = "farming:apple 9",
text = "1 Silver Coin -> 8 Apple",
}, {
input = "money:silver_coin 1",
output = "farming:slice_of_bread 9",
text = "4 Silver Coin -> 4 Slice of Bread",
}, {
input = "money:silver_coin 1",
output = "default:mushroom 2",
text = "1 Silver Coin -> 2 Mushroom",
}
},
})
npcs.register_npc("npcs:miner_1", {
tiles = {"npc_3.png"},
npc_type = "shop",
npc_text = "Hi! Do you want to buy an item?",
npc_items = {
{
input = "money:silver_coin 10",
output = "furnace:furnace",
text = "10 Silver Coin -> 1 Furnace",
}, {
input = "money:silver_coin 10",
output = "furnace:anvil",
text = "10 Silver Coin -> 1 Anvil",
}, {
input = "money:silver_coin",
output = "torch:torch 4",
text = "1 Silver Coin -> 4 Torch",
}, {
input = "money:coin",
output = "default:pick",
text = "1 Gold Coin -> 1 Iron Pick",
}, {
input = "default:stone_item 999",
output = "money:silver_coin 5",
text = "999 Stone -> 5 Silver Coin",
}
},
})
npcs.register_npc("npcs:hunter_1", {
tiles = {"npc_2.png"},
npc_type = "quest",
npc_get_quest = function(pos, player)
local quest = quests.new(nil, "Test", "Test")
quest.id = tostring(minetest.get_day_count()) .. " " .. minetest.pos_to_string(pos)
local goal_1 = quests.add_place_goal(quest, "Place dirt", {"default:dirt"}, 1, "Place some dirt blocks!")
local goal_2 = quests.add_talk_goal(quest, "Talk", pos, "Place some dirt blocks!")
goal_2.requires = goal_1
return quest
end,
})
npcs.register_npc("npcs:builder_1", {
tiles = {"npc_4.png"},
npc_type = "texts",
npc_texts = {
"Hello!",
"Hi!",
"Hey!",
"Hello.\nHow are you?",
"Hi.\nHow are you?",
"Hey.\nHow are you?",
},
})
--TEST
--npcs.register_npc("npcs:farmer", {
-- tiles = {"npc_1.png"},
-- visual_scale = 1.0,
-- npc_type = "quest",
-- npc_text = "Hi!",
-- npc_quest_title = "Test",
-- npc_get_quest = function(pos, player)
-- local quest = quests.new(nil, "Test", "Test")
-- quest.id = tostring(minetest.get_day_count()) .. " " .. minetest.pos_to_string(pos)
-- local goal_1 = quests.add_place_goal(quest, "Place dirt", {"default:dirt"}, 1, "Place some dirt blocks!")
-- local goal_2 = quests.add_talk_goal(quest, "Talk", pos, "Place some dirt blocks!")
--
-- goal_2.requires = goal_1
--
-- return quest
-- end,
-- npc_get_quests = function(pos, player)
-- local my_quests = {}
--
-- do
-- local quest = quests.new(nil, "Test 1", "Test 1")
-- local goal_1 = quests.add_place_goal(quest, "Place dirt", {"default:dirt"}, 10, "Place some dirt blocks!")
-- table.insert(my_quests, quest)
-- end
--
-- do
-- local quest = quests.new(nil, "Test 2", "Test 2")
-- local goal_1 = quests.add_place_goal(quest, "Place stone", {"default:stone"}, 10, "Place some stone blocks!")
-- table.insert(my_quests, quest)
-- end
--
-- return my_quests
-- end,
-- npc_items = {
-- {
-- input = "default:stone_item",
-- output = "default:pick",
-- text = "Stone -> Pick",
-- }
-- },
--})