local GUARD_ATTACK_PLAYERS local TARGET_RADIUS = 20 local MAX_SPEED = 5 local function get_wield_image(item) local wield_image = "npcf_trans.png" if minetest.registered_items[item] then if minetest.registered_items[item].inventory_image ~= "" then wield_image = minetest.registered_items[item].inventory_image end end return wield_image end local function get_speed(distance) local speed = distance * 0.5 if speed > MAX_SPEED then speed = MAX_SPEED end return speed end local function get_name_in_list(list, name) list = list:gsub(",", " ") for k,v in ipairs(list:split(" ")) do if k ~= "" and v == name then return name end end end local function get_armor_texture(self) if self.metadata.show_armor == "true" then return "npcf_guard_armor.png" end return "npcf_trans.png" end npcf:register_npc("npcf_guard:npc", { description = "Guard NPC", mesh = "npcf_guard.x", textures = {"character.png", "npcf_guard_armor.png", "npcf_trans.png"}, inventory_image = "npcf_guard_inv.png", stepheight = 1.1, metadata = { wielditem = "default:sword_steel", blacklist = "mobs:oerkki mobs:dungeon_master", whitelist = "", attack_players = "false", follow_owner = "false", show_armor = "true", }, on_activate = function(self) self.object:setvelocity({x=0, y=0, z=0}) self.object:setacceleration({x=0, y=-10, z=0}) local wield_image = get_wield_image(self.metadata.wielditem) local textures = {self.properties.textures[1], get_armor_texture(self), wield_image} self.properties = {textures = textures} self.object:set_properties(self.properties) end, on_rightclick = function(self, clicker) local player_name = clicker:get_player_name() if player_name == self.owner then local blacklist = minetest.formspec_escape(self.metadata.blacklist) local whitelist = minetest.formspec_escape(self.metadata.whitelist) local formspec = "size[8,6.5]" .."field[0.5,1.0;3.5,0.5;wielditem;Weapon;"..self.metadata.wielditem.."]" .."checkbox[4.0,0.5;show_armor;Show 3D Armor;"..self.metadata.show_armor.."]" .."field[0.5,2.5;7.5.0,0.5;blacklist;Blacklist (Mob Entities);"..blacklist.."]" .."field[0.5,4.0;7.5.0,0.5;whitelist;Whitelist (Player Names);"..whitelist.."]" .."checkbox[0.5,4.5;follow_owner;Follow;"..self.metadata.follow_owner.."]" .."button[0.0,6.0;2.0,0.5;origin;Set Origin]" .."button_exit[7.0,6.0;1.0,0.5;;Ok]" if GUARD_ATTACK_PLAYERS == true then formspec = formspec.."checkbox[4.0,4.5;attack_players;Attack Players;" ..self.metadata.attack_players.."]" end npcf:show_formspec(player_name, self.npc_id, formspec) end end, on_step = function(self, dtime) if self.timer > 1 then self.timer = 0 local pos = self.object:getpos() local yaw = self.object:getyaw() local state = NPCF_ANIM_STAND local target = {object=nil, distance=0} local min_dist = 1000 local speed = 0 local acceleration = {x=0, y=-10, z=0} local velocity = self.object:getvelocity() local attacking = false for _,object in ipairs(minetest.get_objects_inside_radius(pos, TARGET_RADIUS)) do local to_target = false if object:is_player() then if GUARD_ATTACK_PLAYERS == true and self.metadata.attack_players == "true" then local player_name = object:get_player_name() if player_name ~= self.owner then if not get_name_in_list(self.metadata.whitelist, player_name) then to_target = true end end end else local luaentity = object:get_luaentity() if luaentity then if luaentity.name then if get_name_in_list(self.metadata.blacklist, luaentity.name) then to_target = true end end end end if to_target == true then local op = object:getpos() local dv = vector.subtract(pos, op) local dy = math.abs(dv.y - 1) if dy < math.abs(dv.x) or dy < math.abs(dv.z) then local dist = math.floor(vector.distance(pos, op)) if dist < min_dist then target.object = object target.distance = dist min_dist = dist end end end end if target.object then yaw = npcf:get_face_direction(pos, target.object:getpos()) if target.distance < 3 then attacking = true state = NPCF_ANIM_MINE end if target.distance > 2 then speed = get_speed(target.distance) * 1.1 state = NPCF_ANIM_WALK if attacking == true then state = NPCF_ANIM_WALK_MINE end end if attacking == true then local tool_caps = {full_punch_interval=1.0, damage_groups={fleshy=1}} local item = self.metadata.wielditem if item ~= "" and minetest.registered_items[item] then if minetest.registered_items[item].tool_capabilities then tool_caps = minetest.registered_items[item].tool_capabilities end end target.object:punch(self.object, self.var.timer, tool_caps) end elseif self.metadata.follow_owner == "true" then local player = minetest.get_player_by_name(self.owner) if player then yaw = npcf:get_face_direction(pos, player:getpos()) local p = player:getpos() local distance = vector.distance(pos, {x=p.x, y=pos.y, z=p.z}) if distance > 3 then speed = get_speed(distance) state = NPCF_ANIM_WALK end end elseif vector.equals(pos, self.origin.pos) == false then yaw = npcf:get_face_direction(pos, self.origin.pos) local distance = vector.distance(pos, self.origin.pos) if distance > 1 then speed = get_speed(distance) state = NPCF_ANIM_WALK else self.object:setpos(self.origin.pos) yaw = self.origin.yaw end end local node = minetest.get_node(pos) if string.find(node.name, "^default:water") then acceleration = {x=0, y=-4, z=0} velocity = {x=0, y=3, z=0} elseif minetest.find_node_near(pos, 2, {"group:water"}) then acceleration = {x=0, y=-1, z=0} end self.object:setvelocity(npcf:get_walk_velocity(speed, velocity.y, yaw)) self.object:setacceleration(acceleration) self.object:setyaw(yaw) npcf:set_animation(self, state) end end, on_receive_fields = function(self, fields, sender) if self.owner == sender:get_player_name() then if fields.wielditem then local wield_image = get_wield_image(fields.wielditem) local textures = {self.properties.textures[1], get_armor_texture(self), wield_image} self.object:set_properties({textures = textures}) end if fields.origin then self.origin.pos = self.object:getpos() self.origin.yaw = self.object:getyaw() end end end, })