pastebin

Paste #ZEq -- näytä pelkkänä tekstinä -- uusi tämän pohjalta

Värjäys: Tyyli: ensimmäinen rivinumero: Tabin korvaus:

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
-- NPC max walk speed
walk_limit = 2

--npc just walking around
chillaxin_speed = 1.5
-- Player animation speed
animation_speed = 30

-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
animation_blend = 0

-- Default player appearance
default_model = "character.x"
available_npc_textures = {
	texture_1 = {"katniss.png", },
	texture_2 = {"knightking.png", },
	texture_3 = {"miner.png", },
	texture_4 = {"golem.png", },
	texture_5 = {"archer.png", },
	texture_6 = {"builder.png", },
	texture_7 = {"hunter.png", },
	texture_8 = {"ninja.png", },
	texture_9 = {"ironknight.png", },
	texture_10 = {"tron.png", },
	texture_11 = {"clonetrooper.png", },
	texture_12 = {"witch.png", },
	texture_13 = {"wizard.png", }
}


-- Frame ranges for each player model
function player_get_animations(model)
	if model == "character.x" then
		return {
		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
		}
	end
end

local player_model = {}
local player_anim = {}
local player_sneak = {}
local ANIM_STAND = 1
local ANIM_SIT = 2
local ANIM_LAY = 3
local ANIM_WALK  = 4
local ANIM_WALK_MINE = 5
local ANIM_MINE = 6

function player_update_visuals(self)
	--local name = get_player_name()

	visual = default_model
	player_anim = 0 -- Animation will be set further below immediately
	--player_sneak[name] = false
	prop = {
		mesh = default_model,
		textures = default_textures,
		textures = available_npc_textures["texture_"..math.random(1,13)],
		visual_size = {x=1, y=1},
	}
	self.object:set_properties(prop)
end

NPC_ENTITY = {
	physical = true,
	collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
	visual = "mesh",
	mesh = "character.x",
	textures = {"character.png"},
	player_anim = 0,
	timer = 0,
	turn_timer = 0,
	vec = 0,
	yaw = 0,
	yawwer = 0,
	state = 1,
	jump_timer = 0,
	door_timer = 0,
	attacker = "",
	attacking_timer = 0
}

NPC_ENTITY.on_activate = function(self)
	player_update_visuals(self)
	self.anim = player_get_animations(visual)
	self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
	self.player_anim = ANIM_STAND
	self.object:setacceleration({x=0,y=-10,z=0})
	self.state = 1
end

NPC_ENTITY.on_punch = function(self, puncher)
	for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do
		if not object:is_player() then
			if object:get_luaentity().name == "peaceful_npc:npc" then
				object:get_luaentity().state = 3
				object:get_luaentity().attacker = puncher:get_player_name()
			end
		end
	end
	if self.state ~= 3 then
		self.state = 3
		self.attacker = puncher:get_player_name()
	end
end

NPC_ENTITY.on_step = function(self, dtime)
	self.timer = self.timer + 0.01
	self.turn_timer = self.turn_timer + 0.01
	self.jump_timer = self.jump_timer + 0.01
	self.door_timer = self.door_timer + 0.01
	self.attacking_timer = self.attacking_timer + 0.01
	self.object:set_hp(20)

	--collision detection prealpha
	--[[
	for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
		if object:is_player() then
			compare1 = object:getpos()
			compare2 = self.object:getpos()
			newx = compare2.x - compare1.x
			newz = compare2.z - compare1.z
			print(newx)
			print(newz)
			self.object:setacceleration({x=newx,y=self.object:getacceleration().y,z=newz})
		elseif not object:is_player() then
			if object:get_luaentity().name == "peaceful_npc:npc" then
				print("moo")
			end
		end
	end
	]]--
	--set npc to hostile in night, and revert npc back to peaceful in daylight
	if minetest.env:get_timeofday() >= 0 and minetest.env:get_timeofday() < 0.25 and self.state ~= 4 then
		self.state = 4
	elseif minetest.env:get_timeofday() > 0.25 and self.state == 4 then
		self.state = 1
	end
	--if mob is not in attack or hostile mode, set mob to walking or standing
	if self.state < 3 then
		if self.timer > math.random(1,20) then
			self.state = math.random(1,2)
			self.timer = 0
		end
	end
	--STANDING
	if self.state == 1 then
		self.yawwer = true
		for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do
			if object:is_player() then
				self.yawwer = false
				NPC = self.object:getpos()
				PLAYER = object:getpos()
				self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
				self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
				if PLAYER.x > NPC.x then
					self.yaw = self.yaw + math.pi
				end
				self.yaw = self.yaw - 2
				self.object:setyaw(self.yaw)
			end
		end

		if self.turn_timer > math.random(1,4) and yawwer == true then
			self.yaw = 360 * math.random()
			self.object:setyaw(self.yaw)
			self.turn_timer = 0
		end
		self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
		if self.player_anim ~= ANIM_STAND then
			self.anim = player_get_animations(visual)
			self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
			self.player_anim = ANIM_STAND
		end
	end
	--WALKING
	if self.state == 2 then
		if self.present_timer == 1 then
			minetest.env:add_item(self.object:getpos(),"default:coal_lump")
			self.present_timer = 0
		end
		if self.direction ~= nil then
			self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*chillaxin_speed})
		end
		if self.turn_timer > math.random(1,4) then
			self.yaw = 360 * math.random()
			self.object:setyaw(self.yaw)
			self.turn_timer = 0
			self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
			--self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z})
			--self.object:setacceleration(self.direction)
		end
		if self.player_anim ~= ANIM_WALK then
			self.anim = player_get_animations(visual)
			self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
			self.player_anim = ANIM_WALK
		end
		--open a door [alpha]
		if self.direction ~= nil then
			if self.door_timer > 2 then
				local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
				if is_a_door == "doors:door_wood_t_1" then
					minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
					self.door_timer = 0
				end
				local is_in_door = minetest.env:get_node(self.object:getpos()).name
				if is_in_door == "doors:door_wood_t_1" then
					minetest.env:punch_node(self.object:getpos())
				end
			end
		end
		--jump
		if self.direction ~= nil then
			if self.jump_timer > 0.3 then
				if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
					self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
					self.jump_timer = 0
				end
			end
		end
	end
	--WANDERING CONSTANTLY AT NIGHT
	if self.state == 4 then
		if self.player_anim ~= ANIM_WALK then
			self.anim = player_get_animations(visual)
			self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
			self.player_anim = ANIM_WALK
		end
		for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 12)) do
			if object:is_player() then
				if object:get_hp() > 0 then
					NPC = self.object:getpos()
					PLAYER = object:getpos()
					self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
					self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
					if PLAYER.x > NPC.x then
						self.yaw = self.yaw + math.pi
					end
					self.yaw = self.yaw - 2
					self.object:setyaw(self.yaw)
					self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
					if self.direction ~= nil then
						self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
					end
					--jump over obstacles
					if self.jump_timer > 0.3 then
						if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
							self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
							self.jump_timer = 0
						end
					end
					if self.direction ~= nil then
						if self.door_timer > 2 then
							local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
							if is_a_door == "doors:door_wood_t_1" then
								minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
								self.door_timer = 0
							end
							local is_in_door = minetest.env:get_node(self.object:getpos()).name
							if is_in_door == "doors:door_wood_t_1" then
								minetest.env:punch_node(self.object:getpos())
							end
						end
					end
				--return
				end
			elseif not object:is_player() then
				self.state = 1
				self.attacker = ""
			end
		end
		if self.direction ~= nil then
			self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
		end
		if self.turn_timer > math.random(1,4) then
			self.yaw = 360 * math.random()
			self.object:setyaw(self.yaw)
			self.turn_timer = 0
			self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
		end
		if self.player_anim ~= ANIM_WALK then
			self.anim = player_get_animations(visual)
			self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
			self.player_anim = ANIM_WALK
		end
		--open a door [alpha]
		if self.direction ~= nil then
			if self.door_timer > 2 then
				local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
				if is_a_door == "doors:door_wood_t_1" then
					--print("door")
					minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
					self.door_timer = 0
				end
				local is_in_door = minetest.env:get_node(self.object:getpos()).name
				--print(dump(is_in_door))
				if is_in_door == "doors:door_wood_t_1" then
					minetest.env:punch_node(self.object:getpos())
				end
			end
		end
		--jump
		if self.direction ~= nil then
			if self.jump_timer > 0.3 then
				--print(dump(minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})))
				if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
					self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
					self.jump_timer = 0
				end
			end
		end
	end
end

minetest.register_entity("peaceful_npc:npc", NPC_ENTITY)

minetest.register_node("peaceful_npc:spawnegg", {
	description = "spawnegg",
	image = "mobspawnegg.png",
	inventory_image = "mobspawnegg.png",
	wield_image = "mobspawnegg.png",
	paramtype = "light",
	tiles = {"spawnegg.png"},
	is_ground_content = true,
	drawtype = "glasslike",
	groups = {crumbly=3},
	selection_box = {
		type = "fixed",
		fixed = {0,0,0,0,0,0}
	},
	sounds = default.node_sound_dirt_defaults(),
	on_place = function(itemstack, placer, pointed)
		pos = pointed.above
		pos.y = pos.y + 1
		minetest.env:add_entity(pointed.above,"peaceful_npc:npc")
	end
})

use_mesecons = false

function npc_spawner(pos)
    minetest.env:add_entity({x=pos.x+math.random(-1,1),y=pos.y+math.random(2,3),z=pos.z+math.random(-1,1)}, "peaceful_npc:npc")
end
if use_mesecons == true then
    minetest.register_node("peaceful_npc:npc_spawner", {
        description = "NPC Portal",
        drawtype = "glasslike",
        groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3,wood=1},
        sounds = default.node_sound_wood_defaults(),
        tiles = {"peaceful_npc_spawner.png"},
        sunlight_propagates = true,
        paramtype = "light",
        mesecons = {effector = {
            action_on = npc_spawner
        }}
    })
end

if use_mesecons == false then
    minetest.register_node("peaceful_npc:npc_spawner", {
        description = "NPC Portal",
        drawtype = "glasslike",
        groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3,wood=1},
        sounds = default.node_sound_wood_defaults(),
        tiles = {"peaceful_npc_spawner.png"},
        sunlight_propagates = true,
        paramtype = "light",
    })
    minetest.register_abm({
        nodenames = {"peaceful_npc:npc_spawner"},
        interval = 600.0,
        chance = 1,
        action = function(pos)
            npc_spawner(pos)
        end,
    })
end

-- get all objects in radius
--[[local list = minetest.env:get_objects_in_radius(pos, 20);
local npclist = {}
local MAX_ENTS = 15;
-- add to npclist all objects that are "peaceful_npc:npc"
for i = 1, count do
		if list[i]:get_name() == "peaceful_npc:npc" then
				npclist[#npclist + 1] = list[i]
		end
	end
end

-- the the ammount of "peaceful_npc:npc"
local npccount = #npclist

-- curb the list if above MAX_ENTS
if npccount > MAX_ENTS then
        for i = MAX_ENTS, npccount do
                npclist[i]:remove()
        end
end]]--




--Makes Npc drop something
dropitem = function(pos, item)
    -- Take item in any format
    local stack = ItemStack(item)
    local obj = minetest.env:add_entity(pos, "default:mese_crystal_fragment")
    obj:get_luaentity():set_item(stack:to_string())
    return obj
end

--[[
This causes mobs to cluster together DONTA JLAFGJKAS USE IRT
--use pilzadam's spawning algo
npcs = {}
npcs.spawning_mobs = {}
	function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height)
		npcs.spawning_mobs[name] = true
		minetest.register_abm({
		nodenames = nodes,
		neighbors = nodes,
		interval = 30,
		chance = chance,
		action = function(pos, node)
			if not npcs.spawning_mobs[name] then
				return
			end
			pos.y = pos.y+1
			if not minetest.env:get_node_light(pos) then
				return
			end
			if minetest.env:get_node_light(pos) > max_light then
				return
			end
			if minetest.env:get_node_light(pos) < min_light then
				return
			end
			if pos.y > max_height then
				return
			end
			if minetest.env:get_node(pos).name ~= "air" then
				return
			end
			pos.y = pos.y+1
			if minetest.env:get_node(pos).name ~= "air" then
				return
			end

			local count = 0
			for _,obj in pairs(minetest.env:get_luaentities_inside_radius(pos, 30)) do
				if obj:is_player() then
					return
				elseif obj:get_luaentity() and obj:get_luaentity().name == name then
					count = count+1
				end
			end
			if count > mobs_per_30_block_radius then
				return
			end

			if minetest.setting_getbool("display_mob_spawn") then
				minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos))
			end
			minetest.env:add_entity(pos, name)
		end
	})
end

npcs:register_spawn("peaceful_npc:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)
]]--

minetest.register_craft({
	output = 'peaceful_npc:npc_spawner',
	recipe = {
		{'default:mese_block', 'default:glass', 'default:mese_block'},
		{'default:glass', 'default:mese_crystal', 'default:glass'},
		{'default:mese_block', 'default:glass', 'default:mese_block'},
	}
})

minetest.register_craft({
	output = 'peaceful_npc:spawnegg',
	recipe = {
		{'default:mese_crystal', 'default:glass', 'default:mese_crystal'},
		{'default:glass', 'default:coal_lump', 'default:glass'},
		{'default:mese_crystal', 'default:glass', 'default:mese_crystal'},
	}
})