166 lines
4.4 KiB
Lua
166 lines
4.4 KiB
Lua
-- form
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story.talk_form = "size[8,7.5;]"
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story.talk_form = story.talk_form..default.gui_colors
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story.talk_form = story.talk_form..default.gui_bg
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story.talk_form = story.talk_form.."image[0,0.0;3,8;story_player.png]"
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story.talk_form = story.talk_form.."label[2.5,0;%s]"
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story.talk_form = story.talk_form.."image[6,0.0;3,8;story_character_1.png]"
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story.get_talk_form = function(text)
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return string.format(story.talk_form, text)
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end
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-- hud
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story.hud = {}
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minetest.register_on_joinplayer(function(player)
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if story.generator.players_storys[player:get_player_name()] and story.generator.players_storys[player:get_player_name()].pos then
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story.hud[player:get_player_name()] = player:hud_add({
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hud_elem_type = "waypoint",
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name = "story",
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text = "",
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number = 0x00FF00,
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world_pos = story.generator.players_storys[player:get_player_name()].pos
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})
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end
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story.hud[player:get_player_name()] = player:hud_add({
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hud_elem_type = "waypoint",
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name = "story",
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text = "",
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number = 0x00FF00,
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world_pos = {x=0,y=0,z=0}
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})
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end)
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-- procedural generation
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story.generator = {}
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story.generator.names = {"A", "B", "C", "D", "E", "F", "G"}
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story.generator.file_paths = {minetest.get_modpath(minetest.get_current_modname()).."/parts/test"}
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story.generator.parts = {}
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story.generator.players_storys = {}
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function story.generator.gen_next_step(player)
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if not places.pos then
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return
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end
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-- get a random place
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local keys = {}
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local i = 0
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for k,_ in pairs(places.pos) do
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keys[i] = k
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i= i+1
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end
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local p = places.pos[ keys[math.random( #keys)]]
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if not p then
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return
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end
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-- update waypoint
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player:hud_remove(story.hud[player:get_player_name()])
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story.hud[player:get_player_name()] = player:hud_add({
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hud_elem_type = "waypoint",
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name = "story",
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text = "",
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number = 0x00FF00,
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world_pos = p
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})
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-- add entity
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minetest.add_entity(p, "story:human")
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story.generator.players_storys[player:get_player_name()].pos = p
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story.generator.players_storys[player:get_player_name()].text = story.generator.parts[1]
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end
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function story.generator.new_player(player)
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-- adds a new entry to the story database
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story.generator.players_storys[player:get_player_name()] = {}
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story.generator.players_storys[player:get_player_name()].characters = { story.generator.names[math.random( #story.generator.names )],story.generator.names[math.random( #story.generator.names )]}
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story.generator.players_storys[player:get_player_name()].met_characters = {}
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story.generator.players_storys[player:get_player_name()].met_characters_num = 0
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end
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function story.generator.load_parts()
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-- testing
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local file = io.open(story.generator.file_paths[1], "r")
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story.generator.parts[1] = file:read()
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io.close(file)
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end
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function story.generator.gen_dialog(player)
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-- coming soon
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str = ""
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for i = 0, 10 do
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str = str
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end
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return str
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end
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minetest.register_on_newplayer(function(player)
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story.generator.new_player(player)
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story.generator.gen_next_step(player)
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end)
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-- human
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minetest.register_entity("story:human", {
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hp_max = 50,
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physical = true,
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collisionbox = {-0.4,-1,-0.4, 0.4,1,0.4},
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visual = "mesh",
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visual_size = {x=1, y=1},
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textures = {"character.png",},
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mesh = "character.x",
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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is_visible = true,
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makes_footstep_sound = false,
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automatic_rotate = true,
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speed = 0,
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plname = nil,
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text = nil,
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on_rightclick = function(self, clicker)
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if not clicker or not clicker:is_player() then
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return
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end
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-- shows the dialog
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if story.generator.players_storys[clicker:get_player_name()].pos then
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if vector.distance(self.object:getpos(), story.generator.players_storys[clicker:get_player_name()].pos) < 3 then
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minetest.show_formspec(clicker:get_player_name(), "story:story", story.get_talk_form(story.generator.players_storys[clicker:get_player_name()].text))
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story.generator.gen_next_step(clicker)
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-- TODO : delete npc after talking with it (or move it some where else)
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end
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end
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end,
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on_step = function(self, dtime)
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-- nothing
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end,
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})
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minetest.register_craftitem("story:human", {
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description = "Human",
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inventory_image = "story_character_spawn.png",
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return
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end
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local p = pointed_thing.above
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p.y = p.y + 0.5
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minetest.add_entity(p, "story:human")
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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end
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return itemstack
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end,
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})
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story.generator.load_parts()
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