Update npcf and npc_villager

master
rubenwardy 2016-08-25 15:15:24 +01:00
parent e99b02d7e8
commit 9cbf1a8372
516 changed files with 1926 additions and 22880 deletions

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@ -1,385 +0,0 @@
mobs = {}
mobs.mobs = {}
function mobs.get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
function mobs.register_mob(name, def)
mobs.mobs[#mobs.mobs+1] = {name, def.lvl}
if not def.hp then
if def.lvl and def.hits then
def.hp = skills.get_dmg(def.lvl)*def.hits
end
end
minetest.register_entity(name, {
hp_max = def.hp,
physical = true,
collisionbox = def.collisionbox,
visual = "upright_sprite",
visual_size = def.visual_size or {x=1, y=1},
textures = def.textures,
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = true,
makes_footstep_sound = false,
automatic_rotate = true,
speed = 0,
anim = "",
t = 0.0,
on_punch = function(self, player)
if self.object:get_hp() <= 0 then
if player and player:is_player() then
xp.add_xp(player, def.xp or xp.get_xp(def.lvl, 10))
if def.drops then
minetest.spawn_item(self.object:getpos(), def.drops[math.random(1, #def.drops)])
else
minetest.spawn_item(self.object:getpos(), "money:silver_coin")
end
self.object:remove()
end
end
end,
on_step = function(self, dtime)
self.t = self.t + dtime
if self.t > 1 then
local all_objects = minetest.get_objects_inside_radius(self.object:getpos(), def.range)
local found = false
local _,obj
for _,obj in ipairs(all_objects) do
if obj:is_player() then
print("[mob] punch player")
local v = vector.direction(self.object:getpos(), obj:getpos())
v.y = (def.gravity or -9.2)
self.object:setvelocity(v)
self.object:setyaw(math.atan(v.x, v.z))
local yaw = math.atan(v.z/v.x)+math.pi/2
--yaw = yaw+(math.pi/2)
if v.x + self.object:getpos().x > self.object:getpos().x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
if minetest.line_of_sight(vector.add(self.object:getpos(), vector.new(0, 0.5, 0)), vector.add(obj:getpos(), vector.new(0, 0.5, 0)), 1) then
obj:punch(self.object, 10, def.dmg, nil)
found = true
break
end
end
end
if not found then
all_objects = minetest.get_objects_inside_radius(self.object:getpos(), 10)
for _,obj in ipairs(all_objects) do
if obj:is_player() then
local obj_p = obj:getpos()
local p = self.object:getpos()
local v = vector.multiply(vector.direction(p, obj_p), 4)
local d = obj_p.y - p.y
if d > 0 and d < 2 then
v.y = 2
else
v.y = (def.gravity or -9.2)
end
self.object:setvelocity(v)
local yaw = math.atan(v.z/v.x)+math.pi/2
--yaw = yaw+(math.pi/2)
if v.x + self.object:getpos().x > self.object:getpos().x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
found = true
break
end
end
end
if not found then
local v = {x=math.random(-2, 2), y=(def.gravity or -9.2), z=math.random(-2, 2)}
self.object:setvelocity(v)
local yaw = math.atan(v.z/v.x)+math.pi/2
--yaw = yaw+(math.pi/2)
if v.x + self.object:getpos().x > self.object:getpos().x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
end
self.t = 0
end
end,
})
minetest.register_craftitem(name, {
description = def.description,
inventory_image = "mobs_spawn.png",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
local p = {x=pointed_thing.above.x, y=pointed_thing.above.y+2, z=pointed_thing.above.z}
minetest.add_entity(p, name)
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
end
function mobs.get_mob(lvl)
local a = {}
local found_mob = false
for i,n in ipairs(mobs.mobs) do
if n[2] < lvl +5 and n[2] > lvl-5 then
found_mob = true
a[#a+1] = n[1]
end
end
if found_mob then
return a[math.random(1, #a)]
end
a = {}
found_mob = false
for i,n in ipairs(mobs.mobs) do
if n[2] < lvl +5 then
found_mob = true
a[#a+1] = n[1]
end
end
if found_mob then
return a[math.random(1, #a)]
end
return mobs.mobs[math.random(1, #mobs.mobs)][1]
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime;
if timer >= 5 then
for _, player in pairs(minetest.get_connected_players()) do
local p = player:getpos()
local a = {-1, 1}
local x = math.random(20, 40)*a[math.random(1,2)] + p.x
local z = math.random(20, 40)*a[math.random(1,2)] + p.z
if minetest.get_node(vector.new(x, p.y+2, z)).name == "air" then
local n = mobs.get_mob(xp.player_levels[player:get_player_name()])
minetest.add_entity(vector.new(x, p.y+2, z), n)
end
end
timer = 0
end
end)
--mobs
mobs.register_mob("mobs:slime", {
textures = {"mobs_slime.png",},
lvl = 3,
hits = 6,
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=3},
},
collisionbox = {-0.4, -0.5, -0.4, 0.4, 0.5, 0.4},
description = "Slime",
range = 3,
})
mobs.register_mob("mobs:big_slime", {
textures = {"mobs_slime.png",},
lvl = 7,
hits = 6,
visual_size = {x=2,y=2},
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=3},
},
collisionbox = {-0.9, -1, -0.9, 0.9, 1, 0.9},
description = "Big Slime",
range = 3,
})
mobs.register_mob("mobs:dungeon_guardian", {
textures = {"mobs_dungeon_guardian.png",},
lvl = 15,
hits = 6,
visual_size = {x=2,y=2},
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=3},
},
collisionbox = {-0.8, -1, -0.8, 0.8, 1, 0.8},
description = "Dungeon Guardian",
range = 4,
})
mobs.register_mob("mobs:blue_cube", {
textures = {"mobs_blue_cube.png",},
lvl = 20,
hits = 6,
visual_size = {x=1.5,y=1.5},
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=3},
},
collisionbox = {-0.6, -0.75, -0.6, 0.6, 0.75, 0.6},
description = "Blue Cube",
range = 4,
})
mobs.register_mob("mobs:small_grass_monster", {
textures = {"mobs_grass_monster.png",},
lvl = 7,
hits = 3,
visual_size = {x=0.5,y=0.5},
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=3},
},
drops = {"default:grass 5"},
collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
description = "Small Grass Monster",
range = 4,
})
mobs.register_mob("mobs:grass_monster", {
textures = {"mobs_grass_monster.png",},
lvl = 22,
hits = 6,
visual_size = {x=1.5,y=1.5},
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=3},
},
drops = {"default:grass 10"},
collisionbox = {-0.6, -0.75, -0.6, 0.6, 0.6, 0.6},
description = "Grass Monster",
range = 4,
})
mobs.register_mob("mobs:angry_cloud", {
textures = {"mobs_angry_cloud.png",},
lvl = 25,
hits = 4,
visual_size = {x=1.5,y=1.5},
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=4},
},
collisionbox = {-0.6, -0.25, -0.6, 0.6, 0.25, 0.6},
description = "Angry Cloud",
range = 5,
})
mobs.register_mob("mobs:hedgehog", {
textures = {"mobs_hedgehog.png",},
lvl = 30,
hits = 7,
visual_size = {x=1,y=1},
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=1},
},
collisionbox = {-0.3, -0.5, -0.3, 0.3, -0.25, 0.3},
description = "Hedgehog",
range = 8,
})
mobs.register_mob("mobs:book", {
textures = {"mobs_book.png",},
lvl = 35,
hits = 7,
visual_size = {x=1,y=1},
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=5},
},
collisionbox = {-0.3, -0.5, -0.3, 0.3, 0.4, 0.3},
description = "Book",
range = 3,
drops = {"money:coin"}
})
mobs.register_mob("mobs:coal_monster", {
textures = {"mobs_coal_monster.png",},
lvl = 40,
hits = 4,
visual_size = {x=1,y=1},
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=5},
},
collisionbox = {-0.3, -0.5, -0.3, 0.3, 0.3, 0.3},
description = "Coal Monster",
range = 6,
drops = {"money:coin"}
})
mobs.register_mob("mobs:lava_flower", {
textures = {"mobs_lava_flower.png",},
lvl = 37,
hits = 10,
visual_size = {x=1,y=1},
dmg = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
},
damage_groups = {friendly=6},
},
collisionbox = {-0.3, -0.5, -0.3, 0.3, 0.3, 0.3},
description = "Lava Flower",
range = 2,
drops = {"money:coin 2"}
})

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npcf

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-- Copyright (C) 2016 rubenwardy
--
-- This library is free software; you can redistribute it and/or
-- modify it under the terms of the GNU Lesser General Public
-- License as published by the Free Software Foundation; either
-- version 2.1 of the License, or (at your option) any later version.
--
-- This library is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-- Lesser General Public License for more details.
--
-- You should have received a copy of the GNU Lesser General Public
-- License along with this library; if not, write to the Free Software
-- Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
npc_villager = {
INNKEEPER = "INNKEEPER",
FARMER = "FARMER",
}
dofile(minetest.get_modpath("npc_villager") .. "/npcf_statemachine.lua")
dofile(minetest.get_modpath("npc_villager") .. "/states.lua")
npcf:register_npc("npc_villager:villager", {
description = "Villager",
textures = {"npcf_info_skin.png"},
metadata = {
infotext = "Infotext."
},
title = {
text = "Villager",
color = "#00aaff",
},
inventory_image = "npcf_info_inv.png",
on_rightclick = function(self, clicker)
print("[npc_villager] on_rightclick!")
local npc = npcf.npcs[self.npc_id]
local state = npc.npc_state
return state and state.on_rightclick and state:on_rightclick(npc, clicker)
end,
on_punch = function(self, hitter)
print("[npc_villager] on_punch!")
local npc = npcf.npcs[self.npc_id]
local state = npc.npc_state
return state and state.on_punch and state:on_punch(npc, hitter)
end,
on_step = function(self, dtime)
print("[npc_villager] on_step!")
local npc = npcf.npcs[self.npc_id]
local state = npc.npc_state
return state and state.on_step and state:on_step(npc, dtime)
end,
on_activate = function(self)
print("[npc_villager] on_activate!")
if not self.set_state then
print(" - no self.set_state")
end
local npc = npcf.npcs[self.npc_id]
local state = npc.npc_state
return state and state.on_activate and state:on_activate(npc)
end,
on_construct = function(npc)
if not npc.set_state then
error("[npc_villager] npc.set_state does not exist!")
end
npc:set_state(npc_villager.create_idle_state())
-- TODO: implement auto spawning and remove this
npc.role = npc_villager.INNKEEPER
local state = npc.npc_state
return state and state.on_construct and state:on_construct(npc)
end,
on_destruct = function(npc)
print("[npc_villager] on_destruct!")
local state = npc.npc_state
return state and state.on_destruct and state:on_destruct(npc)
end,
on_save = function(npc, to_save)
print("[npc_villager] on_save!")
local state = npc.npc_state
return state and state.on_save and state:on_save(npc, to_save)
end,
on_update = function(npc)
print("[npc_villager] on_update")
local state = npc.npc_state
return state and state.on_update and state:on_update(npc)
end,
on_tell = function(npc, sender, message)
print("[npc_villager] on_tell")
local state = npc.npc_state
return state and state.on_tell and state:on_tell(npc, sender, message)
end,
on_receive_fields = function(self, fields, sender)
print("[npc_villager] on_receive_fields")
local npc = npcf.npcs[self.npc_id]
local state = npc.npc_state
return state and state.on_receive_fields and state:on_receive_fields(npc, fields, sender)
end
})

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if not npcf.create_state then
function npcf:create_state(name)
if not name then
error("[npcf] States must have a name, even if it's an empty name")
end
return {
name = name,
-- now in this state
load = function(self) end,
-- moving to another state
unload = function(self) return true end,
-- callbacks
on_rightclick = function(self, npc, clicker) end,
on_punch = function(self, npc, hitter) end,
on_step = function(self, npc, dtime) end,
on_activate = function(self, npc) end,
on_destruct = function(self, npc) end,
on_save = function(self, npc, to_save) end,
on_update = function(self, npc) end,
on_tell = function(self, npc, sender, message) end,
on_receive_fields = function(self, npc, fields, sender) end,
}
end
npcf.npc.npc_state = npcf:create_state("")
function npcf.npc:set_state(state)
if not self.npc_state or self.npc_state.unload(self) then
self.npc_state = state
self.npc_state.load(self)
end
end
end

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-- Copyright (C) 2016 rubenwardy
--
-- This library is free software; you can redistribute it and/or
-- modify it under the terms of the GNU Lesser General Public
-- License as published by the Free Software Foundation; either
-- version 2.1 of the License, or (at your option) any later version.
--
-- This library is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-- Lesser General Public License for more details.
--
-- You should have received a copy of the GNU Lesser General Public
-- License along with this library; if not, write to the Free Software
-- Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
function npc_villager.create_idle_state()
local state = npcf.create_state("npc_villager:idle")
return state
end
function npc_villager.create_wander_state()
local state = npc_villager.create_idle_state()
state.name = "npc_villager:wander"
return state
end

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Mod - NPC Framework [npcf]
-------------------------------
License Source Code: 2013 Stuart Jones - LGPL v2.1
License Textures: WTFPL
Depends: default
This mod adds some, hopefully useful, non-player characters to the minetest game.
The mod also provides a framework for others to create and manage their own custom NPCs.
Features currently include overhead titles, formspec handling, ownership, chat command management
and file based back-ups. Some example NPC mods have been included as part of the modpack.
The example NPC's are not craftable although by default will be available in the creative mode menu.
Server operators would be advised to override this default behaviour and allocate the NPCs on /give basis.
Usage
-----
Place an NPC spawner node on the ground at a chosen location, right-click on the spawner and
give the NPC a unique ID, maximum 16 alpha-numeric characters with no spaces. (underscore and/or hyphen permitted)
This ID will be used to address the NPC using chat command interface and as the NPC's back-up file name.
NPC owner's and server admins can view the ID of any loaded NPC by right-clicking on the NPC entity
Chat Commands
-------------
NPC chat commands are issued as follows.
/npcf <command> [id] [args]
* setpos <npc_id> <pos>
* setlook <npc_id> <angle> (0-360)
* titletext <npc_id> <text>
* titlecolor <npc_id> <color> (#RRGGBB)
* tell <npc_id> <args>
* setskin <npc_id> <filename>
* delete <npc_id>
* unload <npc_id>
* load <npc_id>
* save <npc_id>
getpos <npc_id>
* clearobjects (admin only)
list
help (show this message)
* Ownership or server priv required

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Modpack - NPC Framework [0.2.0]
-------------------------------
This mod adds some, hopefully useful, non-player characters to the minetest game.
The mod also provides a framework for others to create and manage their own custom NPCs.
Features currently include overhead titles, formspec handling, ownership, chat command management
and file based back-ups. Some example NPC mods have been included as part of the modpack.
The example NPC's are not craftable although by default will be available in the creative mode menu.
Server operators would be advised to override this default behaviour and allocate the NPCs on /give basis.
### Info NPC [npcf_info]
The Info NPC is a simple information serving character. You could think of them as a
human book providing information about a particular server location, or whatever else you like.
Supports multiple pages of text. 12 lines per page, ~50 chars per line.
### Deco NPC [npcf_deco]
A purely decorative NPC, can be set to roam freely and/or follow random players it encounters.
### Guard NPC [npcf_guard]
Protect yourself and your property against other players and mobs. Features 3d weapon and armor.
Can be left to guard a certain area or set to follow their owner.
### Trader NPC [npcf_trader]
Provides a quantity based exchange system. The owner can set a given number of exchanges.
This would likely be best used in conjunction with one of the physical currency mods.
Buy [default:mese] Qty [1] - Sell [default:gold_ingot] Qty [10]
Buy [default:gold_ingot] Qty [20] - Sell [default:mese] Qty [1]
Note that the NPC's owner cannot trade with their own NPC, that would be rather pointless anyway.
### Builder NPC [npcf_builder]
Not really much point to this atm other than it's really fun to watch. By default, it be can only
build a basic hut, however this is compatible (or so it seems) with all the schematics provided by
Dan Duncombe's instabuild mod. These should be automatically available for selection if you have
the instabuild mod installed.
Usage
-----
Place an NPC spawner node on the ground at a chosen location, right-click on the spawner and
give the NPC a unique ID, maximum 16 alpha-numeric characters with no spaces. (underscore and/or hyphen permitted)
This ID will be used to address the NPC using chat command interface and as the NPC's back-up file name.
NPC owner's and server admins can view the ID of any loaded NPC by right-clicking on the NPC entity
Chat Commands
-------------
NPC chat commands are issued as follows.
/npcf <command> [id] [args]
### list
List all registered NPCs and display online status.
### clearobjects
Clear all loaded NPCs. (requires server priv)
### getpos id
Display the position of the NPC.
### save id
Save current NPC state to file. (requires ownership or server priv)
### unload id
Unload a loaded NPC. (requires ownership or server priv)
### delete id
Permanently unload and delete the NPC. (requires ownership or server priv)
### load id
Loads the NPC at the origin position. (requires ownership or server priv)
### setpos id pos | here
Set NPC location. (requires ownership or server priv)
Position x y z
/npcf setpos npc_1 0, 1.5, 0
Use 'here' to locate the NPC at the player's current position.
/npcf setpos npc_1 here
### setlook id direction | here
Set NPC face direction. (requires ownership or server priv)
Direction 0-360 degrees (0 = North)
/npcf setlook npc_1 0
Use 'here' to face the NPC towards the player.
/npcf setlook npc_1 here
### tell id message
Send message to NPC (requires ownership or server priv)
Customizable chat command callback for additional NPC interaction.
Has no effect unless overridden by the NPC's registration.
### setskin id skin_filename
Set the skin texture of the NPC. (requires ownership or server priv)
/npcf setskin npc_1 character.png
### titletext id string
Set the NPC title string. (requires ownership or server priv)
maximum 12 alpha-numeric characters (may contain spaces underscore and hyphen)
Use an empty string or only spaces to remove a title.
### titlecolor id color
Set the NPC title color #RRGGBB format. (requires ownership or server priv)
/npcf titlecolor npc_1 #FF0000
Also supports simple color names. (black, white, red, green, blue, cyan, yellow, magenta)
Not case sensitive.
/npcf titlecolor npc_1 Red
API Reference
-------------
Use the global npcf api to create your own NPC.
npcf:register_npc("my_mod:my_cool_npc" ,{
description = "My Cool NPC",
})
This is a minimal example, see the NPCs included for more elaborate usage examples.
Properties
----------
Additional properties included by the framework. (defaults)
on_construct = function(self),
on_destruct = function(self, hitter),
on_save = function(npc, to_save),
on_update = function(npc),
on_tell = function(npc, sender, message),
on_receive_fields = function(self, fields, sender),
register_spawner = true,
armor_groups = {immortal=1},
animation = {
stand_START = 0,
stand_END = 79,
sit_START = 81,
sit_END = 160,
lay_START = 162,
lay_END = 166,
walk_START = 168,
walk_END = 187,
mine_START = 189,
mine_END = 198,
walk_mine_START = 200,
walk_mine_END = 219,
},
animation_state = 0,
animation_speed = 30,
description = "Default NPC",
inventory_image = "npcf_inv_top.png",
title = {},
metadata = {},
var = {},
timer = 0,
Special Properties
------------------
Properties used internally by the framework.
initialized = false,
activated = false,
properties = {textures=textures},
npcf_id = id,
owner = owner,
origin = {pos=pos, yaw=yaw},
These should be considered read-only, with the exception of origin
where it may be desireable update the statically saved position.
self.origin.pos = self.object:getpos()
self.origin.yaw = self.object:getyaw()
Callbacks
---------
Additional callbacks provided by the framework.
Note that 'npc' is a NPC object reference, not a LuaEntitySAO reference. The latter can be obtained from
npc.object but only when the LuaEntitySAO is loaded.
### on_construct = function(npc)
Called when the NPC object is first created, or loaded from save.
You should read things from npc.
### on_save = function(npc, to_save)
Called when the NPC is being saved to file. to_save is the table that is going to be serialized.
### on_destruct = function(self, hitter)
Called when an NPC is destroyed by punching. Can be used to unload the NPC when defeated by a player.
See the Guard NPC for an example.
### on_update = function(npc)
Called every time an NPC object is updated (NPCF_UPDATE_TIME) even when the LuaEntitySAO is not loaded.
### on_tell = function(npc, sender, message)
Called when the 'tell' chat command is issued. Note that this Behavior diverges from version 0.1.0,
however, it does now allow for interaction even when the associated LuaEntitySAO not loaded.
### on_receive_fields = function(self, fields, sender)
Called when a button is pressed in the NPC's formspec. text fields, dropdown,
list and checkbox selections are automatically stored in the metadata table.
npcf
----
The global NPC framework namespace.
### Global Constants
NPCF_UPDATE_TIME = 4
NPCF_RELOAD_DISTANCE = 32
NPCF_ANIM_STAND = 1
NPCF_ANIM_SIT = 2
NPCF_ANIM_LAY = 3
NPCF_ANIM_WALK = 4
NPCF_ANIM_WALK_MINE = 5
NPCF_ANIM_MINE = 6
All of the above can be overridden by including a npcf.conf file in the npcf directory.
See: npcf.conf.example
### npcf.index
Ownership table of all spawned NPCs (loaded or unloaded)
npcf.index[id] = owner -- owner's name
### npcf.npcs
Table of loaded NPC object references.
### npcf.npc
NPC object prototype.
autoload = true,
timer = 0,
object = nil -- LuaEntitySAO added as required
### npcf.npc:new(ref)
Create a new NPC object instance.
local npc = npcf.npc:new({
id = id,
pos = pos,
yaw = yaw,
name = name,
owner = owner,
title = {},
properties = {textures = textures},
metadata = {},
var = {},
origin = {
pos = pos,
yaw = yaw,
}
})
If used directly then it is the caller's resposibilty to store the reference and update the index.
Use: npcf:add_npc(ref) instead to have this done automatically by the framework.
### npc:update()
Update the NPC object. Adds a LuaEntitySAO when in range of players (NPCF_RELOAD_DISTANCE)
Called automatically on global step (NPCF_UPDATE_TIME) for all loaded NPC objects.
### npcf:add_title(ref)
Adds a floating title above the NPC entity
### npcf:add_entity(ref)
Adds a LuaEntitySAO based on the NPC reference, returns a minetest ObjectRef on success.
Care should be taken to avoid entity duplication when called externally.
### npcf:add_npc(ref)
Adds a new NPC based on the reference.
local ref = {
id = id,
pos = pos,
yaw = yaw,
name = "my_mod_name:npc",
owner = "owner_name", --optional
}
local npc = npcf:add_npc(ref)
If owner is nil then the NPC will be omitted from npcf.index.
Chat commands for such NPCs will only be available to admins (server priv).
### npcf:register_npc(name, def)
Register a non-player character. Used as a wrapper for minetest.register_entity, it includes
all the callbacks and properties available there with the exception of get_staticdata which is used internally. The framework provides 'metadata' and 'var' tables for data storage, where the metadata table is persistent following a reload and automatically stores submitted form data.
The var table should be used for semi-persistent data storage only. Note that self.timer is
automatically incremented by the framework but should be reset externally.
### npcf:unload(id)
Remove the NPC object instance and all associated entities.
### npcf:delete(id)
Permanently erase thw NPC object and associated back-up file.
### npcf:load(id)
Loads the NPC at the origin position.
### npcf:save(id)
Save current NPC state to file.
on_receive_fields = function(self, fields, sender)
if fields.save then
npcf:save(self.npc_id)
end
end,
### npcf:set_animation(luaentity, state)
Sets the NPC's animation state.
on_activate = function(self, staticdata, dtime_s)
npcf:set_animation(self, NPCF_ANIM_STAND)
end,
### npcf:get_luaentity(id)
Returns a LuaEntitySAO if the NPC object is loaded.
### npcf:get_face_direction(p1, p2)
Helper routine used internally and by some of the example NPCs.
Returns a yaw value in radians for position p1 facing position p2.
### npcf:get_walk_velocity(speed, y, yaw)
Returns a velocity vector for the given speed, y velocity and yaw.
### npcf:show_formspec(player_name, id, formspec)
Shows a formspec, similar to minetest.show_formspec() but with the NPC's id included.
Submitted data can then be captured in the NPC's own 'on_receive_fields' callback.
Note that form text fields, dropdown, list and checkbox selections are automatically
stored in the NPC's metadata table. Image/Button clicks, however, are not.

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local params = "<cmd> [id] [args]"
local help = {
"Useage: /npcf "..params,
" ",
"* setpos <npc_id> <pos> ",
"* setlook <npc_id> <angle> (0-360) ",
"* titletext <npc_id> <text> ",
"* titlecolor <npc_id> <color> (#RRGGBB) ",
"* tell <npc_id> <args> ",
"* setskin <npc_id> <filename> ",
"* delete <npc_id> ",
"* unload <npc_id> ",
"* load <npc_id> ",
"* save <npc_id> ",
" getpos <npc_id> ",
"* clearobjects (admin only) ",
" list ",
" help (show this message) ",
" ",
"* Ownership or server priv required ",
}
local palette = {
["black"] = "#000000",
["white"] = "#FFFFFF",
["red"] = "#FF0000",
["green"] = "#00FF00",
["blue"] = "#0000FF",
["cyan"] = "#00FFFF",
["yellow"] = "FFFF00",
["magenta"] = "#FF00FF",
}
local function update_title(npc)
if npc.title.object then
npc.title.object:remove()
npc.title.object = nil
end
if npc.title.text then
npcf:add_title(npc)
end
npcf:save(npc.id)
end
local function get_permission(name, id)
local perm = minetest.check_player_privs(name, {server=true})
if perm or name == npcf.index[id] then
return true
end
minetest.chat_send_player(name, "Permission denied!")
return false
end
minetest.register_chatcommand("npcf", {
params = params,
description = "NPC Management",
func = function(name, param)
local npc = nil
local admin = minetest.check_player_privs(name, {server=true})
local cmd, npc_id, args = string.match(param, "^([^ ]+) (.-) (.+)$")
if not args then
cmd, npc_id = string.match(param, "([^ ]+) (.+)")
end
if npc_id then
if not npcf.index[npc_id] then
minetest.chat_send_player(name, "Invalid NPC ID "..npc_id)
return
end
npc = npcf.npcs[npc_id]
if not npc and cmd ~= "load" then
minetest.chat_send_player(name, "NPC "..npc_id.." is not currently loaded")
return
end
admin = name == npcf.index[npc_id] or admin
else
cmd = string.match(param, "([^ ]+)")
end
if cmd and npc_id and args then
if cmd == "setpos" then
if not get_permission(name, npc_id) then
return
end
local pos = minetest.string_to_pos(args)
if args == "here" then
local player = minetest.get_player_by_name(name)
if player then
pos = player:getpos()
end
end
if pos then
pos.y = pos.y + 1
npc.pos = pos
npc.origin.pos = pos
npcf:save(npc_id)
if npc.object then
npc.object:setpos(pos)
end
pos = minetest.pos_to_string(pos)
minetest.log("action", name.." moves NPC "..npc_id.." to "..pos)
else
minetest.chat_send_player(name, "Invalid position "..args)
end
elseif cmd == "setlook" then
if not get_permission(name, npc_id) then
return
end
local yaw = nil
if args == "here" then
local player = minetest.get_player_by_name(name)
if player then
pos = player:getpos()
if pos then
yaw = npcf:get_face_direction(npc.pos, pos)
end
end
else
local deg = tonumber(args)
if deg then
deg = 360 - deg % 360
yaw = math.rad(deg)
end
end
if yaw then
npc.yaw = yaw
npc.origin.yaw = yaw
npcf:save(npc_id)
if npc.object then
npc.object:setyaw(yaw)
end
end
elseif cmd == "titletext" then
if not get_permission(name, npc_id) then
return
end
if string.len(args) > 12 then
minetest.chat_send_player(name, "Title too long, max 12 characters")
return
elseif string.match(args, "^ +$") then
npc.title.text = nil
elseif string.match(args, "^[A-Za-z0-9%_%- ]+$") then
npc.title.text = args
else
minetest.chat_send_player(name, "Invalid title string "..args)
return
end
update_title(npc)
elseif cmd == "titlecolor" then
if not get_permission(name, npc_id) then
return
end
local color = palette[string.lower(args)] or args
if string.len(color) == 7 and string.match(color, "^#[A-Fa-f0-9]") then
npc.title.color = color
else
minetest.chat_send_player(name, "Invalid color string "..color)
return
end
update_title(npc)
elseif cmd == "tell" then
if not get_permission(name, npc_id) then
return
end
if npc.name then
local def = minetest.registered_entities[npc.name]
if type(def.on_tell) == "function" then
def.on_tell(npc, name, args)
end
end
elseif cmd == "setskin" then
if not get_permission(name, npc_id) then
return
end
npc.properties.textures[1] = args
npcf:save(npc_id)
if npc.object then
npc.object:set_properties(npc.properties)
end
minetest.log("action", name.." changes NPC "..npc_id.." skin to "..args)
else
minetest.chat_send_player(name, "Invalid command "..cmd)
end
return
elseif cmd and npc_id then
if cmd == "titletext" then
if not get_permission(name, npc_id) then
return
end
npc.title.text = nil
update_title(npc)
elseif cmd == "delete" then
if not get_permission(name, npc_id) then
return
end
npcf:delete(npc_id)
minetest.log("action", name.." deletes NPC "..npc_id)
elseif cmd == "unload" then
if not get_permission(name, npc_id) then
return
end
npcf:unload(npc_id)
minetest.log("action", name.." unloads NPC "..npc_id)
elseif cmd == "load" then
if not get_permission(name, npc_id) then
return
end
local npc = npcf:load(npc_id)
if npc then
npc.autoload = true
npc:update()
npcf:save(npc_id)
minetest.log("action", name.." loads NPC "..npc_id)
end
elseif cmd == "save" then
if not get_permission(name, npc_id) then
return
end
if npc then
npcf:save(npc_id)
minetest.chat_send_player(name, "NPC "..npc_id.." has been saved")
end
elseif cmd == "getpos" then
local msg = "NPC "..npc_id
if npc and npcf.index[npc_id] then
local pos = {
x = math.floor(npc.pos.x * 10) * 0.1,
y = math.floor(npc.pos.y * 10) * 0.1 - 1,
z = math.floor(npc.pos.z * 10) * 0.1
}
msg = msg.." located at "..minetest.pos_to_string(pos)
else
msg = msg.." position unavilable"
end
minetest.chat_send_player(name, msg)
else
minetest.chat_send_player(name, "Invalid command "..cmd)
end
return
elseif cmd then
if cmd == "help" then
minetest.chat_send_player(name, table.concat(help, "\n"))
elseif cmd == "list" then
local msg = "None"
local npclist = {}
for id, _ in pairs(npcf.index) do
local loaded = id
if npcf.npcs[id] then
loaded = loaded.." [loaded]"
end
table.insert(npclist, loaded)
end
if #npclist > 0 then
msg = table.concat(npclist, "\n")
end
minetest.chat_send_player(name, "NPC List: \n\n"..msg)
elseif cmd == "clearobjects" then
if admin then
for id, npc in pairs(npcf.npcs) do
npcf:unload(id)
end
end
else
minetest.chat_send_player(name, "Invalid command "..cmd)
end
return
end
local msg = "Usage: /npcf "..params.."\n\nenter /npcf help for available commands"
minetest.chat_send_player(name, msg)
end,
})

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default

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NPCF_MODPATH = minetest.get_modpath(minetest.get_current_modname())
NPCF_DATADIR = minetest.get_worldpath().."/npc_data"
NPCF_UPDATE_TIME = 4
NPCF_RELOAD_DISTANCE = 32
NPCF_ANIM_STAND = 1
NPCF_ANIM_SIT = 2
NPCF_ANIM_LAY = 3
NPCF_ANIM_WALK = 4
NPCF_ANIM_WALK_MINE = 5
NPCF_ANIM_MINE = 6
NPCF_ALIAS = {
["npcf:info_npc"] = "npcf_info:npc",
["npcf:deco_npc"] = "npcf_deco:npc",
["npcf:builder_npc"] = "npcf_builder:npc",
["npcf:guard_npc"] = "npcf_guard:npc",
["npcf:trade_npc"] = "npcf_trader:npc",
}
local input = io.open(NPCF_MODPATH.."/npcf.conf", "r")
if input then
dofile(NPCF_MODPATH.."/npcf.conf")
io.close(input)
end
if not minetest.mkdir(NPCF_DATADIR) then
minetest.log("error", "Unable to create the npc_data directory.\n"
.."All NPC data will be lost on server shutdowm!")
return
end
dofile(NPCF_MODPATH.."/npcf.lua")
dofile(NPCF_MODPATH.."/chatcommands.lua")
minetest.after(0, function()
local dirlist = minetest.get_dir_list(NPCF_DATADIR) or {}
for _, fn in pairs(dirlist) do
local id = string.match(fn, "^(.+)%.npc$")
if id then
local input = io.open(NPCF_DATADIR.."/"..fn, "r")
if input then
local ref = minetest.deserialize(input:read('*all'))
if ref then
if ref.name then
npcf.index[id] = ref.owner
if ref.autoload == nil or ref.autoload == true then
npcf:load(id)
end
end
end
end
end
end
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname then
local id = formname:gsub("npcf_", "")
if id == formname then
return
end
local npc = npcf.npcs[id]
if npc then
local entity = npcf:get_luaentity(id)
if entity then
for k, v in pairs(fields) do
if k ~= "" then
v = string.gsub(v, "^CHG:", "")
npc.metadata[k] = v
end
end
if type(entity.on_receive_fields) == "function" then
entity:on_receive_fields(fields, player)
end
npcf:save(id)
end
end
end
end)
minetest.register_entity("npcf:title", {
physical = false,
collisionbox = {x=0, y=0, z=0},
visual = "sprite",
textures = {"npcf_tag_bg.png"},
visual_size = {x=0.72, y=0.12, z=0.72},
on_activate = function(self, staticdata, dtime_s)
if staticdata == "expired" then
self.object:remove()
end
end,
get_staticdata = function(self)
return "expired"
end,
})
minetest.register_globalstep(function(dtime)
for _, npc in pairs(npcf.npcs) do
npc.timer = npc.timer + dtime
if npc.timer > NPCF_UPDATE_TIME then
npc:update()
npc.timer = 0
end
end
end)
minetest.register_on_shutdown(function()
for id, npc in pairs(npcf.npcs) do
npcf:save(id)
end
end)

453
mods/mp_mobs/npcf/npcf.lua Normal file
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local function deepcopy(obj, seen)
if type(obj) ~= 'table' then
return obj
end
if seen and seen[obj] then
return seen[obj]
end
local s = seen or {}
local copy = setmetatable({}, getmetatable(obj))
s[obj] = copy
for k, v in pairs(obj) do
copy[deepcopy(k, s)] = deepcopy(v, s)
end
return copy
end
npcf = {
-- prototype for NPC objects
npc = {
autoload = true,
timer = 0,
},
-- table of npc.id -> npc
npcs = {},
-- table of npc.id -> npc.owner
index = {},
default_npc = {
-- conform to mob standards
is_mob = true,
is_npc = true,
is_adult = function(self)
return true
end,
get_owner = function(self)
return npcf.index[self.npc_id]
end,
-- NPC framework specifics
description = "Default NPC",
inventory_image = "npcf_inv.png",
title = {},
properties = {},
metadata = {},
var = {},
timer = 0,
-- Lua Entity properties
physical = true,
collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
visual = "mesh",
mesh = "character.b3d",
textures = {"character.png"},
makes_footstep_sound = true,
register_spawner = true,
armor_groups = {immortal=1},
animation = {
stand_START = 0,
stand_END = 79,
sit_START = 81,
sit_END = 160,
lay_START = 162,
lay_END = 166,
walk_START = 168,
walk_END = 187,
mine_START = 189,
mine_END = 198,
walk_mine_START = 200,
walk_mine_END = 219,
},
animation_state = 0,
animation_speed = 30,
}
}
-- Create NPC object instance
-- when the NPC's entity is loaded, it is stored in self.object
-- otherwise self.object will be nil
function npcf.npc:new(ref)
ref = ref or {}
setmetatable(ref, self)
self.__index = self
return ref
end
-- Called every NPCF_UPDATE_TIME interval, even on unloaded NPCs
function npcf.npc:update()
local def = minetest.registered_entities[self.name] or {}
if type(def.on_update) == "function" then
def.on_update(self)
end
local pos = self.object and self.object:getpos()
local yaw = self.object and self.object:getyaw()
if pos and yaw then
self.pos = pos
self.yaw = yaw
else
-- Object has been deactivated or deleted
self.object = nil
local objects = minetest.get_objects_inside_radius(self.pos, NPCF_RELOAD_DISTANCE)
for _, object in pairs(objects) do
if object:is_player() then
local npc_object = npcf:add_entity(self)
if npc_object then
self.object = npc_object
npcf:add_title(self)
end
end
end
end
end
-- Helper: creates the nametag for a NPC
function npcf:add_title(ref)
if not ref.object then
return
end
if ref.title.text then
ref.object:set_nametag_attributes({
color = ref.title.color or "white",
text = ref.title.text
})
else
ref.object:set_nametag_attributes({
text = ""
})
end
end
-- Recreates the NPC's entity
-- Called from npcf.npc:update() when the entity is deleted
function npcf:add_entity(ref)
local object = minetest.add_entity(ref.pos, ref.name)
if object then
local entity = object:get_luaentity()
if entity then
object:setyaw(ref.yaw)
object:set_properties(ref.properties)
entity.npc_id = ref.id
entity.properties = ref.properties
entity.metadata = ref.metadata
entity.var = ref.var
entity.owner = ref.owner
entity.origin = ref.origin
entity.initialized = true
return object
end
end
end
-- Creates an NPC object instance
function npcf:add_npc(ref)
if ref.id and ref.pos and ref.name then
ref.name = NPCF_ALIAS[ref.name] or ref.name
local def = deepcopy(minetest.registered_entities[ref.name])
if def then
ref.metadata = ref.metadata or {}
if type(def.metadata) == "table" then
for k, v in pairs(def.metadata) do
if ref.metadata[k] == nil then
ref.metadata[k] = v
end
end
end
ref.yaw = ref.yaw or {x=0, y=0, z=0}
ref.title = ref.title or def.title
ref.properties = {textures=ref.textures or def.textures}
ref.var = ref.var or def.var
if not ref.origin then
ref.origin = {
pos = deepcopy(ref.pos),
yaw = deepcopy(ref.yaw),
}
end
local npc = npcf.npc:new(ref)
if type(def.on_construct) == "function" then
def.on_construct(npc)
end
npcf.npcs[ref.id] = npc
npcf.index[ref.id] = ref.owner
return npc
end
end
end
-- Registers an NPC
function npcf:register_npc(name, def)
local ref = deepcopy(def) or {}
local default_npc = deepcopy(self.default_npc)
for k, v in pairs(default_npc) do
if ref[k] == nil then
ref[k] = v
end
end
ref.initialized = false
ref.activated = false
ref.on_activate = function(self, staticdata)
if staticdata == "expired" then
self.object:remove()
elseif self.object then
self.object:set_armor_groups(def.armor_groups)
end
end
ref.on_rightclick = function(self, clicker)
local id = self.npc_id
local name = clicker:get_player_name()
if id and name then
local admin = minetest.check_player_privs(name, {server=true})
if admin or name == npcf.index[id] then
minetest.chat_send_player(name, "NPC ID: "..id)
end
end
if type(def.on_rightclick) == "function" then
def.on_rightclick(self, clicker)
end
end
ref.on_punch = function(self, hitter)
local hp = self.object:get_hp() or 0
if hp <= 0 then
local id = self.npc_id
if id then
npcf.npcs[id].title.object = nil
end
if type(ref.on_destruct) == "function" then
ref.on_destruct(self, hitter)
end
end
if type(def.on_punch) == "function" then
def.on_punch(self, hitter)
end
end
ref.on_step = function(self, dtime)
if self.initialized == true then
if self.activated == true then
if type(def.on_step) == "function" then
self.timer = self.timer + dtime
def.on_step(self, dtime)
end
else
if type(def.on_activate) == "function" then
def.on_activate(self)
end
self.activated = true
end
end
end
ref.get_staticdata = function(self)
return "expired"
end
minetest.register_entity(name, ref)
if not ref.register_spawner then
return
end
minetest.register_node(name.."_spawner", {
description = ref.description,
inventory_image = minetest.inventorycube("npcf_inv.png", ref.inventory_image, ref.inventory_image),
tiles = {"npcf_inv.png", ref.inventory_image, ref.inventory_image},
paramtype2 = "facedir",
groups = {cracky=3, oddly_breakable_by_hand=3},
sounds = default.node_sound_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", "size[8,3]"
.."label[0,0;NPC ID, max 16 characters (A-Za-z0-9_-)]"
.."field[0.5,1.5;7.5,0.5;id;ID;]"
.."button_exit[5,2.5;2,0.5;cancel;Cancel]"
.."button_exit[7,2.5;1,0.5;submit;Ok]"
)
meta:set_string("infotext", ref.description.." spawner")
end,
after_place_node = function(pos, placer, itemstack)
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name())
if minetest.setting_getbool("creative_mode") == false then
itemstack:take_item()
end
return itemstack
end,
on_receive_fields = function(pos, formname, fields, sender)
if fields.cancel then
return
end
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local sender_name = sender:get_player_name()
local id = fields.id
if id and sender_name == owner then
if id:len() <= 16 and id:match("^[A-Za-z0-9%_%-]+$") then
if npcf.index[id] then
minetest.chat_send_player(sender_name, "Error: ID Already Taken!")
return
end
else
minetest.chat_send_player(sender_name, "Error: Invalid ID!")
return
end
npcf.index[id] = owner
local npc_pos = {x=pos.x, y=pos.y + 0.5, z=pos.z}
local yaw = sender:get_look_yaw() + math.pi * 0.5
local ref = {
id = id,
pos = npc_pos,
yaw = yaw,
name = name,
owner = owner,
}
local npc = npcf:add_npc(ref)
npcf:save(ref.id)
if npc then
npc:update()
end
minetest.remove_node(pos)
end
end,
})
end
-- Deactivate an NPC but don't delete it
function npcf:unload(id)
local npc = self.npcs[id]
if npc then
if npc.object then
npc.object:remove()
end
npc.autoload = false
npcf:save(id)
self.npcs[id] = nil
end
end
-- Delete an NPC
function npcf:delete(id)
npcf:unload(id)
local output = io.open(NPCF_DATADIR.."/"..id..".npc", "w")
if input then
output:write("")
io.close(output)
end
npcf.index[id] = nil
end
-- Load saved NPCs
function npcf:load(id)
local input = io.open(NPCF_DATADIR.."/"..id..".npc", 'r')
if input then
local ref = minetest.deserialize(input:read('*all'))
io.close(input)
ref.id = id
ref.pos = ref.pos or deepcopy(ref.origin.pos)
ref.yaw = ref.yaw or deepcopy(ref.origin.yaw)
return npcf:add_npc(ref)
end
minetest.log("error", "Failed to laod NPC: "..id)
end
-- Save NPC
function npcf:save(id)
local npc = self.npcs[id]
if npc then
local ref = {
pos = npc.pos,
yaw = npc.yaw,
name = npc.name,
owner = npc.owner,
title = {
text = npc.title.text,
color = npc.title.color,
},
origin = npc.origin,
metadata = npc.metadata,
properties = npc.properties,
autoload = npc.autoload,
}
local def = minetest.registered_entities[ref.name] or {}
if type(def.on_save) == "function" then
def.on_save(npc, ref)
end
local output = io.open(NPCF_DATADIR.."/"..id..".npc", 'w')
if output then
output:write(minetest.serialize(ref))
io.close(output)
return
end
end
minetest.log("error", "Failed to save NPC: "..id)
end
-- Helper: set the animation for an NPC from its state
function npcf:set_animation(entity, state)
if entity and state and state ~= entity.animation_state then
local speed = entity.animation_speed
local anim = entity.animation
if speed and anim then
if state == NPCF_ANIM_STAND and anim.stand_START and anim.stand_END then
entity.object:set_animation({x=anim.stand_START, y=anim.stand_END}, speed)
elseif state == NPCF_ANIM_SIT and anim.sit_START and anim.sit_END then
entity.object:set_animation({x=anim.sit_START, y=anim.sit_END}, speed)
elseif state == NPCF_ANIM_LAY and anim.lay_START and anim.lay_END then
entity.object:set_animation({x=anim.lay_START, y=anim.lay_END}, speed)
elseif state == NPCF_ANIM_WALK and anim.walk_START and anim.walk_END then
entity.object:set_animation({x=anim.walk_START, y=anim.walk_END}, speed)
elseif state == NPCF_ANIM_WALK_MINE and anim.walk_mine_START and anim.walk_mine_END then
entity.object:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, speed)
elseif state == NPCF_ANIM_MINE and anim.mine_START and anim.mine_END then
entity.object:set_animation({x=anim.mine_START, y=anim.mine_END}, speed)
end
entity.animation_state = state
end
end
end
-- Helper: get luaentity for an NPC or nil
function npcf:get_luaentity(id)
local npc = self.npcs[id] or {}
if npc.object then
return npc.object:get_luaentity()
end
end
-- Helper: get angle between positions
function npcf:get_face_direction(p1, p2)
if p1 and p2 and p1.x and p2.x and p1.z and p2.z then
local px = p1.x - p2.x
local pz = p2.z - p1.z
return math.atan2(px, pz)
end
end
-- Helper: walk `speed` in direction `yaw` with vertical velocity `y`
function npcf:get_walk_velocity(speed, y, yaw)
if speed and y and yaw then
if speed > 0 then
yaw = yaw + math.pi * 0.5
local x = math.cos(yaw) * speed
local z = math.sin(yaw) * speed
return {x=x, y=y, z=z}
end
return {x=0, y=y, z=0}
end
end
-- Helper: calls minetest.show_formspec with a formname of "npcf_" .. id
function npcf:show_formspec(name, id, formspec)
if name and id and formspec then
minetest.show_formspec(name, "npcf_"..id, formspec)
end
end

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