491 lines
24 KiB
Lua
491 lines
24 KiB
Lua
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-- Npc by TenPlus1
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-- Modded by KaadmY
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local S = minetest.get_translator("mobs")
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-- How many different trades an NPC offers
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local NPC_TRADES_COUNT = 4
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local get_item_fuel_burntime = function(itemstring)
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local input = {
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method = "fuel",
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items = { itemstring },
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}
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local res = minetest.get_craft_result(input)
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return res.time
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end
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local get_item_cooking_result = function(itemstring)
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local input = {
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method = "cooking",
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items = { itemstring },
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}
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local res = minetest.get_craft_result(input)
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return res.item
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end
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local npc_types = {
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{ "farmer", S("Farmer") },
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{ "tavernkeeper", S("Tavern Keeper") },
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{ "blacksmith", S("Blacksmith") },
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{ "butcher", S("Butcher") },
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{ "carpenter", S("Carpenter") },
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}
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local msgs = {
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npc = {
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farmer = S("Hi! I'm a farmer. I sell farming goods."),
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tavernkeeper = S("Hi! I'm a tavernkeeper. I trade with assorted goods."),
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blacksmith = S("Hi! I'm a blacksmith. I sell metal products."),
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butcher = S("Hi! I'm a butcher. Want to buy something?"),
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carpenter = S("Hi! I'm a carpenter. Making things out of wood is my job."),
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},
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trade = {
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S("If you want to trade, show me a trading book."),
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},
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happy = {
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S("Hello!"),
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S("Nice to see you."),
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S("Life is beautiful."),
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S("I feel good."),
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S("Have a nice day!"),
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},
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exhausted = {
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S("I'm not in a good mood."),
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S("I'm tired."),
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S("I need to rest."),
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S("Life could be better."),
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},
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hurt = {
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S("I don't feel so good."),
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S("I ... I am hurt."),
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S("I feel weak."),
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S("My head hurts."),
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S("I have a bad day today."),
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},
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hostile = {
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S("Screw you!"),
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}
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}
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local function say(text, to_player)
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minetest.chat_send_player(to_player, S("Villager says: “@1”", text))
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end
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local function say_random(mtype, to_player)
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local r = math.random(1, #msgs[mtype])
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local text = msgs[mtype][r]
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say(text, to_player)
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end
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for _, npc_type_table in pairs(npc_types) do
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local npc_type = npc_type_table[1]
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local npc_name = npc_type_table[2]
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mobs:register_mob(
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"mobs:npc_" .. npc_type,
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{
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type = "npc",
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mob_name = S("Villager"),
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passive = false,
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collides_with_objects = false,
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damage = 3,
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attack_type = "dogfight",
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attacks_monsters = true,
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hp_min = 10,
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hp_max = 20,
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breath_max = 11,
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armor = 80,
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collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
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visual = "mesh",
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mesh = "mobs_npc.b3d",
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drawtype = "front",
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textures = {
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{"mobs_npc1.png"},
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{"mobs_npc2.png"},
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{"mobs_npc3.png"},
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{"mobs_npc4.png"},
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{"mobs_npc5.png"},
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{"mobs_npc6.png"},
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},
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makes_footstep_sound = true,
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sounds = {},
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walk_velocity = 2,
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run_velocity = 3,
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jump = true,
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walk_chance = 50,
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drops = {
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{name = "rp_default:planks_oak",
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chance = 1, min = 1, max = 3},
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{name = "rp_default:apple",
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chance = 2, min = 1, max = 2},
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{name = "rp_default:axe_stone",
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chance = 5, min = 1, max = 1},
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},
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water_damage = 0,
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lava_damage = 2,
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light_damage = 0,
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group_attack = true,
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follow = "rp_gold:ingot_gold",
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view_range = 16,
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owner = "",
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animation = {
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speed_normal = 30,
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speed_run = 30,
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stand_start = 0,
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stand_end = 79,
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walk_start = 168,
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walk_end = 187,
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run_start = 168,
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run_end = 187,
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punch_start = 200,
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punch_end = 219,
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},
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do_custom = function(self)
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-- Slowly heal NPC over time
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self.healing_counter = self.healing_counter + 1
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if self.healing_counter >= 7 then
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mobs:heal(self, 1)
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self.healing_counter = 0
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end
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end,
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on_spawn = function(self)
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self.npc_type = npc_type
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self.healing_counter = 0
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end,
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on_rightclick = function(self, clicker)
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local item = clicker:get_wielded_item()
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local name = clicker:get_player_name()
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-- Reject all interaction when hostile
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if self.attack and self.attack.player == clicker then
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say_random("hostile", name)
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return
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end
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local npc_type = self.npc_type
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local iname = item:get_name()
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if npc_type ~= "blacksmith" and (minetest.get_item_group(iname, "sword") > 0 or minetest.get_item_group(iname, "spear") > 0) then
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say(S("Get this thing out of my face!"), name)
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return
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end
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achievements.trigger_achievement(clicker, "smalltalk")
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local hp = self.object:get_hp()
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do
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-- No trading if low health
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if hp < 5 then
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say_random("hurt", name)
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return
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end
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if not self.npc_trades or not self.npc_trade or not self.npc_trade_index then
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self.npc_trades = {}
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local possible_trades = table.copy(gold.trades[npc_type])
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for t=1, NPC_TRADES_COUNT do
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if #possible_trades == 0 then
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break
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end
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local index = util.choice(possible_trades, gold.pr)
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local trade = possible_trades[index]
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table.insert(self.npc_trades, trade)
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table.remove(possible_trades, index)
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end
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self.npc_trade_index = 1
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if not self.npc_trade then
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self.npc_trade = self.npc_trades[self.npc_trade_index]
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end
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minetest.log("action", "[mobs] NPC trades of NPC at "..minetest.pos_to_string(self.object:get_pos(), 1).." initialized")
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end
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if not gold.trade(self.npc_trade, npc_type, clicker, self, self.npc_trade_index, self.npc_trades) then
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-- Good mood: Give hint or funny text
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if hp >= self.hp_max-7 then
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-- Fuel time / cooking hint by blacksmith
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if npc_type == "blacksmith" then
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-- First some hardcoded texts
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if iname == "rp_default:cactus" then
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say(S("Ah, a cactus. You'd be surprised how well they burn in a furnace."), name)
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return
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elseif iname == "rp_default:torch_dead" or iname == "rp_default:torch_weak" then
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say(S("You can quickly kindle it in the furnace."), name)
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return
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elseif iname == "rp_jewels:jewel_ore" then
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say(S("A truly amazing block!"), name)
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return
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elseif minetest.get_item_group(iname, "tree") > 0 then
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say(S("Trees are a classic furnace fuel, but you can also cook them to get coal lumps."), name)
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return
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end
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local cook = get_item_cooking_result(iname)
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local fuel = get_item_fuel_burntime(iname)
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if cook and not cook:is_empty() then
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local dname = cook:get_short_description()
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if fuel > 0 then
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say(S("You can cook it in the furnace to get: @1. But you can also use it as a furnace fuel.", dname), name)
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else
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say(S("Cook it in the furnace to get: @1.", dname), name)
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end
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return
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end
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if fuel > 0 then
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if fuel >= 180 then
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say(S("This is an amazing furnace fuel, it burns for a very, very, very long time."), name)
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elseif fuel >= 120 then
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say(S("This is a great furnace fuel, and it burns for a very, very long time."), name)
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elseif fuel >= 60 then
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say(S("This is a very good furnace fuel, and it burns for a very long time."), name)
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elseif fuel >= 30 then
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say(S("This is a good furnace fuel, it burns for a long time."), name)
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elseif fuel >= 20 then
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say(S("This is a nice furnace fuel."), name)
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elseif fuel >= 15 then
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say(S("You can use this as a furnace fuel, but it's meh."), name)
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elseif fuel >= 9 then
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say(S("You can use this as a furnace fuel, but it is gone quickly."), name)
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elseif fuel >= 3 then
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say(S("You can use this as a furnace fuel, but it is gone very quickly."), name)
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else
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say(S("You can theoretically use this as a furnace fuel, but it is gone almost instantly. You will need a large amount of these to cook anything."), name)
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end
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return
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end
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end
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if iname == "rp_gold:ingot_gold" then
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say_random("trade", name)
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elseif iname == "rp_jewels:serrated_broadsword" then
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if npc_type == "blacksmith" then
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say(S("I'm impressed! Your weapon is a true masterpiece."), name)
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else
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say_random("happy", name)
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end
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elseif iname == "rp_default:broadsword" then
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say(S("This is a mighty weapon, but have you considered upgrading it with jewels?"), name)
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elseif (minetest.get_item_group(iname, "sword") > 0) or (minetest.get_item_group(iname, "spear") > 0) then
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say(S("Offense is the best defense."), name)
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elseif minetest.get_item_group(iname, "is_armor") == 1 then
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say(S("If you equip a full set of armor made from the same material, you'll get a protection bonus."), name)
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elseif iname == "rp_default:bookshelf" then
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say(S("You can put anything inside a bookshelf, not just books.", name))
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elseif iname == "rp_default:fertilizer" then
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if npc_type == "farmer" then
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say(S("This makes seeds grow faster. Place the fertilizer on soil, then plant the seed on top of it."), name)
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else
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say(S("Sorry, I don't know how to use this. Maybe ask a farmer."), name)
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end
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elseif minetest.get_item_group(iname, "bucket") > 0 then
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if npc_type == "farmer" then
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say(S("Remember to put water near to your seeds."), name)
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else
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say_random("happy", name)
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end
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elseif minetest.get_item_group(iname, "nav_compass") == 1 then
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say(S("Try magnetizing it on iron."), name)
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elseif minetest.get_item_group(iname, "nav_compass") == 2 then
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local r = math.random(1,3)
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if r == 1 then
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say(S("If you use it on a cotton bale, it will point to the North again."), name)
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else
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say(S("If you use it on wool, it will point to the North again."), name)
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end
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elseif iname == "rp_nav:map" then
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say(S("We live in a lovely place, don't we?"), name)
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elseif iname == "mobs:lasso" then
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say(S("It's used to capture large animals."), name)
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elseif iname == "rp_locks:pick" then
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say(S("Why are you carrying this around? Do you want crack open our locked chests?"), name)
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elseif iname == "mobs:net" then
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say(S("It's used to capture small animals."), name)
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elseif iname == "rp_farming:wheat_1" then
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say(S("Every kid knows seeds need soil, water and sunlight."), name)
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elseif iname == "rp_farming:wheat" then
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if npc_type == "farmer" then
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say(S("Sheep love to eat wheat. Give them enough wheat and they'll multiply!"), name)
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else
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say(S("We use wheat to make flour and bake bread."), name)
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end
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elseif iname == "rp_farming:flour" then
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say(S("Put it in a furnace to bake tasty bread."), name)
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elseif iname == "rp_farming:cotton_1" then
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if npc_type == "farmer" then
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say(S("Did you know cotton seed not only grow on dirt, but also on sand? But it still needs water."), name)
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elseif npc_type == "carpenter" then
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say(S("If you have grown a cotton plant, try using scissors to perform a precise cut."), name)
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else
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say(S("Every kid knows seeds need soil, water and sunlight."), name)
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end
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elseif iname == "rp_farming:cotton" then
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say(S("This can be used to make cotton bales.", name))
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elseif iname == "rp_default:book" then
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say(S("A truly epic story!"), name)
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elseif iname == "rp_default:pearl" then
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if npc_type == "tavernkeeper" then
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say(S("Ooh, a shiny pearl! It's beautiful."), name)
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else
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say(S("I heard the tavernkeeper likes these."), name)
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end
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elseif minetest.get_item_group(iname, "sapling") > 0 then
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local r = math.random(1,3)
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if r == 1 then
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say(S("Just place it on the ground and it will grow after a while."), name)
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elseif r == 2 then
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say(S("If the sapling refuses to grow, make sure it has enough open space above it."), name)
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else
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say(S("Try placing it on different grounds. It might grow differently."), name)
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end
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elseif minetest.get_item_group(iname, "shears") > 0 then
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say(S("Use this to trim plants and get wool from sheep."), name)
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elseif iname == "rp_default:papyrus" then
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if npc_type == "farmer" then
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say(S("Papyrus grows best on fertilized swamp dirt."), name)
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elseif npc_type == "carpenter" then
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say(S("Papyrus likes to grow next to water."), name)
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elseif npc_type == "tavernkeeper" then
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say(S("The papyrus grows tall in the swamp. But it can grow even taller."), name)
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else
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say(S("When I was I kid, I always liked to climb on the papyrus."), name)
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end
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elseif iname == "rp_default:cactus" then
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if npc_type == "farmer" then
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say(S("Cacti grow best on sand. They are also a food source, if you're really desperate."), name)
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elseif npc_type == "tavernkeeper" then
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say(S("This is the secret ingredient for my special drink. But don't tell anyone!"), name)
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else
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say(S("Now what can you possibly do with a cactus? I don't know!"), name)
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end
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elseif iname == "jewels:jewel" then
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if npc_type == "blacksmith" then
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say(S("Jewels are great! If you have a jeweller's workbench, you can enhance your tools."), name)
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else
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say(S("Did you know we sometimes sell jewels?"), name)
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end
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elseif iname == "rp_lumien:crystal_off" then
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say(S("This looks like it could be a good wall decoration."), name)
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elseif iname == "rp_default:torch_dead" then
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say(S("It’s burned out. Use flint and steel to kindle it."), name)
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elseif iname == "rp_default:torch_weak" then
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say(S("With flint and steel you could stabilize the flame."), name)
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elseif iname == "rp_default:torch" then
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say(S("Let’s light up some caves!"), name)
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elseif iname == "rp_default:flower" then
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say(S("A flower? I love flowers! Let's make the world bloom!"), name)
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elseif iname == "rp_default:flint_and_steel" then
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if minetest.settings:get_bool("tnt_enable", true) then
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say(S("You can use this to light up torches and bonfires and ignite TNT."), name)
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else
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say(S("You can use this to light up torches and bonfires."), name)
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end
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elseif iname == "rp_tnt:tnt" then
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if minetest.settings:get_bool("tnt_enable", true) then
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say(S("TNT needs to be ignited by a flint and steel."), name)
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else
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say(S("For some reason, TNT can't be ignited. Strange."), name)
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end
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elseif iname == "rp_fire:bonfire" then
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say(S("You need flint and steel to light the fire. But don't walk into the flame!"), name)
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elseif iname == "rp_bed:bed_foot" then
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if npc_type == "carpenter" then
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say(S("Isn't it stressful to carry this heavy bed around?"), name)
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else
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say(S("Sleeping makes the night go past in the blink of an eye."), name)
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end
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elseif iname == "rp_default:lump_bronze" then
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-- Classic parody of Friedrich Schiller’s “Das Lied von der Glocke” (works best in German)
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say(S("Hole in dirt, put bronze in. Bell’s complete, bim, bim, bim!"), name)
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elseif iname == "rp_default:apple" then
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say(S("Apples are so tasty!"), name)
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elseif iname == "rp_default:acorn" then
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if npc_type == "farmer" then
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say(S("Boars love to eat acorns! If you feed enough of these to them, they will multiply."), name)
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else
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say(S("Apples are so tasty!"), name)
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end
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elseif iname == "rp_default:reed_block" then
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say(S("Did you try to dry it in the furnace?"), name)
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elseif minetest.get_item_group(iname, "airweed") > 0 then
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if npc_type == "carpenter" then
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say(S("Airweed is an underwater plant with little capsules filled with air. Use it underwater to release air bubbles and catch some breath."), name)
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elseif npc_type == "butcher" then
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say(S("If you use the airweed plant, you will catch some breath. Other people near the plant will also benefit."), name)
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elseif npc_type == "farmer" then
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say(S("Airweed is very useful, but it can't give you breath from your hand. You must place it on the ground first."), name)
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else
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say(S("Airweed needs a moment to refill after you used it. The time it needs depends on the surface."), name)
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end
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elseif iname == "rp_default:alga" then
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if npc_type == "farmer" then
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say(S("If you fertilize the ground, an alga will grow higher."), name)
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elseif npc_type == "tavernkeeper" then
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say(S("The tallest algae always grow on alga blocks.", name))
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elseif npc_type == "carpenter" then
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say(S("If an alga tries to grow but something blocks its path, it'll stop growing, even if the barrier is removed later.", name))
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else
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say(S("Algae grow underwater in different heights."), name)
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end
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elseif iname == "rp_default:vine" then
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if npc_type == "farmer" then
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say(S("Place it at the ceiling and watch it grow."), name)
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elseif npc_type == "carpenter" then
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say(S("If you want the vine to stops growing, make a precise cut using scissors."), name)
|
||
else
|
||
say(S("It's climbing time!"), name)
|
||
end
|
||
elseif iname == "rp_default:dirt" then
|
||
if npc_type == "farmer" then
|
||
say(S("Many wild plants as well as wheat and cotton grow on dirt, but they grow better when it's fertilized."), name)
|
||
else
|
||
say(S("You're dirty!"), name)
|
||
end
|
||
elseif iname == "rp_default:swamp_dirt" then
|
||
if npc_type == "farmer" then
|
||
say(S("Swamp dirt is really interesting. The famous swamp oak grows on it, and papyrus also grows exceptionally well."), name)
|
||
else
|
||
say(S("Disgusting!"), name)
|
||
end
|
||
elseif iname == "rp_default:dry_dirt" then
|
||
if npc_type == "farmer" then
|
||
say(S("Not much grows on dry dirt."), name)
|
||
else
|
||
say(S("This dirt is as dry as my jokes."), name)
|
||
end
|
||
elseif iname == "rp_default:sand" then
|
||
if npc_type == "farmer" then
|
||
say(S("You can use sand to grow cacti."), name)
|
||
else
|
||
say(S("Be careful not to let it fall on your head!"), name)
|
||
end
|
||
|
||
elseif minetest.get_item_group(iname, "stone") > 0 then
|
||
if npc_type == "butcher" then
|
||
say(S("This is like my ex-lover's heart. Made out of stone."), name)
|
||
else
|
||
say_random("happy", name)
|
||
end
|
||
elseif minetest.get_item_group(iname, "food") > 0 then
|
||
say(S("Stay healthy!"), name)
|
||
else
|
||
local r = math.random(1,3)
|
||
if r == 1 then
|
||
say_random("trade", name)
|
||
elseif r == 2 then
|
||
say(msgs.npc[npc_type], name)
|
||
else
|
||
say_random("happy", name)
|
||
end
|
||
end
|
||
elseif hp >= 5 then
|
||
say_random("exhausted", name)
|
||
else
|
||
say_random("hurt", name)
|
||
end
|
||
end
|
||
end
|
||
end,
|
||
})
|
||
|
||
mobs:register_egg("mobs:npc_" .. npc_type, npc_name, "mobs_npc_"..npc_type.."_inventory.png")
|
||
end
|