161 lines
4.4 KiB
Lua
161 lines
4.4 KiB
Lua
-- Make the NPC talk (mobs_redo interface)
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--###
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-- Mob functions
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--###
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-- TODO: mob_table is currently unused
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function yl_speak_up.init_mob_table()
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return false
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end
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-- -- TODO currently. mob_table doesn't really do anything
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-- yl_speak_up.mob_table[self.yl_speak_up.id] = "yl_speak_up:test_npc"
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-- this only makes sense if mobs_redo exists and is loaded
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if(not(minetest.get_modpath("mobs"))
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or not(minetest.global_exists("mobs"))
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or not(mobs.mob_class)) then
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minetest.log("action","[MOD] yl_speak_up Info: mobs_redo mod not found. Not loading interface.")
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return
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end
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-- React to right-clicking a mobs_redo mob:
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-- * capture the mob with a lasso or net (if appropriate)
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-- * protect the mob with a protector
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-- * if none of the above applies: actually talk to the mob
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-- This is so often needed (but also mobs_redo specific!) that we provide
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-- an extra easy-to-call function here.
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function yl_speak_up.mobs_on_rightclick(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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-- Take the mob only with net or lasso
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if self.owner and self.owner == name then
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if mobs:capture_mob(self, clicker, nil, 100, 100, true, nil) then
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return
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end
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end
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-- protect npc with mobs:protector
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if mobs:protect(self, clicker) then
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return
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end
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-- bring up the dialog options
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if clicker then
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yl_speak_up.talk(self, clicker)
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return
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end
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end
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function yl_speak_up.mobs_after_activate(self, staticdata, def, dtime)
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-- this scrolls far too much
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-- yl_speak_up.log_change("-", "n_"..self.yl_speak_up.id,
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-- "activated at "..minetest.pos_to_string(self.object:get_pos()), "action")
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if yl_speak_up.status == 2 then
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self.object:remove()
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return true
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end
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-- load the texture/skin of the NPC
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if self.yl_speak_up and self.yl_speak_up.skin then
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local tex = self.yl_speak_up.skin
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self.object:set_properties({textures = {tex[1], tex[2], tex[3], tex[4]}})
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end
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-- the NPC may have another animation (i.e. sitting)
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if self.yl_speak_up and self.yl_speak_up.animation then
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self.object:set_animation(self.yl_speak_up.animation)
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end
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-- add a more informative infotext
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if yl_speak_up.infotext then
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local i_text = ""
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if self.yl_speak_up.npc_name then
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i_text = i_text .. self.yl_speak_up.npc_name .. "\n"
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end
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if self.yl_speak_up.npc_description then
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i_text = i_text .. self.yl_speak_up.npc_description .. "\n"
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end
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i_text = i_text .. yl_speak_up.infotext
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self.object:set_properties({infotext = i_text})
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end
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-- set nametag (especially color)
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yl_speak_up.update_nametag(self)
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end
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-- we need to override this function from mobs_redo mod so that color
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-- changes to the name tag color are possible
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yl_speak_up.orig_mobs_update_tag = mobs.mob_class.update_tag
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-- update nametag and infotext
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mobs.mob_class.update_tag = function(self)
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-- we are only responsible for talking NPC
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if(not(self) or not(self.yl_speak_up)) then
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return yl_speak_up.orig_mobs_update_tag(self)
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end
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local floor = math.floor
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local col = "#00FF00"
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local qua = self.hp_max / 4
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if(self.force_nametag_color) then
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col = self.force_nametag_color
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elseif self.health <= floor(qua) then
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col = "#FF0000"
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elseif self.health <= floor(qua * 2) then
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col = "#FF6600"
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elseif self.health <= floor(qua * 3) then
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col = "#FFFF00"
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end
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local text = ""
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if self.horny == true then
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text = "\nLoving: " .. (self.hornytimer - (HORNY_TIME + HORNY_AGAIN_TIME))
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elseif self.child == true then
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text = "\nGrowing: " .. (self.hornytimer - CHILD_GROW_TIME)
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elseif self._breed_countdown then
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text = "\nBreeding: " .. self._breed_countdown
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end
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if self.protected then
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if self.protected == 2 then
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text = text .. "\nProtection: Level 2"
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else
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text = text .. "\nProtection: Level 1"
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end
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end
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local add_info = ""
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if(self.yl_speak_up and self.yl_speak_up.npc_name) then
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add_info = "\n"..tostring(self.yl_speak_up.npc_name)
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if(self.yl_speak_up.npc_description) then
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add_info = add_info..", "..tostring(self.yl_speak_up.npc_description)
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end
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end
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self.infotext = "Health: " .. self.health .. " / " .. self.hp_max
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.. add_info
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.. (self.owner == "" and "" or "\nOwner: " .. self.owner)
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.. text
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-- set changes
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self.object:set_properties({
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nametag = self.nametag,
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nametag_color = col,
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infotext = self.infotext
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})
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end
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