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MineClone2/mods/ENTITIES/mobs_mc/villager.lua

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--MCmobs v0.4
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
--###################
--################### VILLAGER
--###################
-- Summary: Villagers are complex NPCs, their main feature allows players to trade with them.
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-- TODO: Particles
-- TODO: 4s Regeneration I after trade unlock
-- TODO: Behaviour:
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-- TODO: Run into house on rain or danger, open doors
-- TODO: Internal inventory, trade with other villagers
-- TODO: Schedule stuff (work,sleep,father)
local weather_mod = minetest.get_modpath("mcl_weather")
local S = minetest.get_translator("mobs_mc")
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local N = function(s) return s end
local F = minetest.formspec_escape
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-- playername-indexed table containing the previously used tradenum
local player_tradenum = {}
-- playername-indexed table containing the objectref of trader, if trading formspec is open
local player_trading_with = {}
local DEFAULT_WALK_CHANCE = 33 -- chance to walk in percent, if no player nearby
local PLAYER_SCAN_INTERVAL = 5 -- every X seconds, villager looks for players nearby
local PLAYER_SCAN_RADIUS = 4 -- scan radius for looking for nearby players
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local PATHFINDING = "gowp"
--[=======[ TRADING ]=======]
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-- LIST OF VILLAGER PROFESSIONS AND TRADES
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-- TECHNICAL RESTRICTIONS (FIXME):
-- * You can't use a clock as requested item
-- * You can't use a compass as requested item if its stack size > 1
-- * You can't use a compass in the second requested slot
-- This is a problem in the mcl_compass and mcl_clock mods,
-- these items should be implemented as single items, then everything
-- will be much easier.
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
local LOG_MODULE = "[Mobs - Villager]"
local function mcl_log (message)
if LOGGING_ON and message then
minetest.log(LOG_MODULE .. " " .. message)
end
end
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local COMPASS = "mcl_compass:compass"
if minetest.registered_aliases[COMPASS] then
COMPASS = minetest.registered_aliases[COMPASS]
end
local E1 = { "mcl_core:emerald", 1, 1 } -- one emerald
-- Special trades for v6 only
-- NOTE: These symbols MUST only be added at the end of a tier
local TRADE_V6_RED_SANDSTONE, TRADE_V6_DARK_OAK_SAPLING, TRADE_V6_ACACIA_SAPLING, TRADE_V6_BIRCH_SAPLING
if minetest.get_mapgen_setting("mg_name") == "v6" then
TRADE_V6_RED_SANDSTONE = { E1, { "mcl_core:redsandstone", 12, 16 } }
TRADE_V6_DARK_OAK_SAPLING = { { "mcl_core:emerald", 6, 9 }, { "mcl_core:darksapling", 1, 1 } }
TRADE_V6_ACACIA_SAPLING = { { "mcl_core:emerald", 14, 17 }, { "mcl_core:acaciasapling", 1, 1 } }
TRADE_V6_BIRCH_SAPLING = { { "mcl_core:emerald", 8, 11 }, { "mcl_core:birchsapling", 1, 1 } }
end
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local tiernames = {
"Novice",
"Apprentice",
"Journeyman",
"Expert",
"Master",
}
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local badges = {
"mobs_mc_stone.png",
"mobs_mc_iron.png",
"mobs_mc_gold.png",
"mobs_mc_emerald.png",
"mobs_mc_diamond.png",
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}
local professions = {
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unemployed = {
name = N("Unemployed"),
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textures = {
"mobs_mc_villager.png",
"mobs_mc_villager.png",
},
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trades = nil,
},
farmer = {
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name = N("Farmer"),
texture = "mobs_mc_villager_farmer.png",
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jobsite = "mcl_composters:composter",
trades = {
{
{ { "mcl_farming:wheat_item", 18, 22, }, E1 },
{ { "mcl_farming:potato_item", 15, 19, }, E1 },
{ { "mcl_farming:carrot_item", 15, 19, }, E1 },
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{ E1, { "mcl_farming:bread", 2, 4 } },
},
{
{ { "mcl_farming:pumpkin", 6, 7 }, E1 },
{ E1, { "mcl_farming:pumpkin_pie", 2, 3} },
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{ E1, { "mcl_core:apple", 2, 3} },
},
{
{ { "mcl_farming:melon", 7, 12 }, E1 },
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{ E1, {"mcl_farming:cookie", 5, 7 }, },
},
{
{ E1, { "mcl_mushrooms:mushroom_stew", 6, 10 } }, --FIXME: expert level farmer is supposed to sell sus stews.
},
{
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{ E1, { "mcl_farming:carrot_item_gold", 3, 10 } },
{ E1, { "mcl_potions:speckled_melon", 4, 1 } },
TRADE_V6_BIRCH_SAPLING,
TRADE_V6_DARK_OAK_SAPLING,
TRADE_V6_ACACIA_SAPLING,
},
}
},
fisherman = {
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name = N("Fisherman"),
texture = "mobs_mc_villager_fisherman.png",
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jobsite = "mcl_barrels:barrel_closed",
trades = {
{
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{ { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_mobitems:string", 15, 20 }, E1 },
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{ { "mcl_core:coal_lump", 15, 10 }, E1 },
-- FIXME missing: bucket of cod + fish should be cod.
},
{
{ { "mcl_fishing:fish_raw", 6, 15,}, E1 },
{ { "mcl_fishing:salmon_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:salmon_cooked", 6, 6 } },
{ { "mcl_core:emerald", 1, 2 },{"mcl_campfires:campfire_lit",1,1} },
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},
{
{ { "mcl_fishing:salmon_raw", 6, 13,}, E1 },
{ { "mcl_core:emerald", 7, 22 }, { "mcl_fishing:fishing_rod_enchanted", 1, 1} },
},
{
{ { "mcl_fishing:clownfish_raw", 6, 6,}, E1 },
},
{
{ { "mcl_fishing:pufferfish_raw", 4, 4,}, E1 },
{ { "mcl_boats:boat", 1, 1,}, E1 },
{ { "mcl_boats:boat_acacia", 1, 1,}, E1 },
{ { "mcl_boats:boat_spruce", 1, 1,}, E1 },
{ { "mcl_boats:boat_dark_oak", 1, 1,}, E1 },
{ { "mcl_boats:boat_birch", 1, 1,}, E1 },
},
},
},
fletcher = {
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name = N("Fletcher"),
texture = "mobs_mc_villager_fletcher.png",
jobsite = "mcl_fletching_table:fletching_table",
trades = {
{
{ { "mcl_mobitems:string", 15, 20 }, E1 },
{ E1, { "mcl_bows:arrow", 8, 12 } },
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{ { "mcl_core:gravel", 10, 10, "mcl_core:emerald", 1, 1 }, { "mcl_core:flint", 6, 10 } },
},
{
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{ { "mcl_core:flint", 26, 26 }, E1 },
{ { "mcl_core:emerald", 2, 3 }, { "mcl_bows:bow", 1, 1 } },
},
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{
{ { "mcl_mobitems:string", 14, 14 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_bows:crossbow", 1, 1 } },
},
{
{ { "mcl_mobitems:string", 24, 24 }, E1 },
{ { "mcl_core:emerald", 7, 21 } , { "mcl_bows:bow_enchanted", 1, 1 } },
},
{
--FIXME: supposed to be tripwire hook{ { "tripwirehook", 24, 24 }, E1 },
{ { "mcl_core:emerald", 8, 22 } , { "mcl_bows:crossbow_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:healing_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:harming_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:night_vision_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:swiftness_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:slowness_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:leaping_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:poison_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:regeneration_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:invisibility_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:water_breathing_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:fire_resistance_arrow", 5, 5 } },
},
}
},
shepherd ={
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name = N("Shepherd"),
texture = "mobs_mc_villager_sheperd.png",
jobsite = "mcl_loom:loom",
trades = {
{
{ { "mcl_wool:white", 16, 22 }, E1 },
{ { "mcl_core:emerald", 3, 4 }, { "mcl_tools:shears", 1, 1 } },
},
{
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:white", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:grey", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:silver", 1, 1 } },
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{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:black", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:yellow", 1, 1 } },
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{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:orange", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:red", 1, 1 } },
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{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:magenta", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:purple", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:blue", 1, 1 } },
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{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:cyan", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:lime", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:green", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:pink", 1, 1 } },
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{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:light_blue", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:brown", 1, 1 } },
},
},
},
librarian = {
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name = N("Librarian"),
texture = "mobs_mc_villager_librarian.png",
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jobsite = "mcl_books:bookshelf", --FIXME: lectern
trades = {
{
{ { "mcl_core:paper", 24, 36 }, E1 },
{ { "mcl_books:book", 8, 10 }, E1 },
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{ { "mcl_core:emerald", 9, 9 }, { "mcl_books:bookshelf", 1 ,1 }},
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
},
{
{ { "mcl_books:written_book", 2, 2 }, E1 },
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{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ E1, { "mcl_lanterns:lantern_floor", 1, 1 } },
},
{
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{ { "mcl_dye:black", 5, 5 }, E1 },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ E1, { "mcl_core:glass", 4, 4 } },
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},
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{
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{ E1, { "mcl_books:writable_book", 1, 1 } },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ { "mcl_core:emerald", 4, 4 }, { "mcl_compass:compass", 1 ,1 }},
{ { "mcl_core:emerald", 5, 5 }, { "mcl_clock:clock", 1, 1 } },
},
{
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{ { "mcl_core:emerald", 20, 20 }, { "mcl_mobs:nametag", 1, 1 } },
}
},
},
cartographer = {
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name = N("Cartographer"),
texture = "mobs_mc_villager_cartographer.png",
jobsite = "mcl_cartography_table:cartography_table",
trades = {
{
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{ { "mcl_core:paper", 24, 24 }, E1 },
{ { "mcl_core:emerald", 7, 7}, { "mcl_maps:empty_map", 1, 1 } },
},
{
-- compass subject to special checks
{ { "xpanes:pane_natural_flat", 11, 11 }, E1 },
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--{ { "mcl_core:emerald", 13, 13, "mcl_compass:compass", 1, 1 }, { "FIXME:ocean explorer map" 1, 1} },
},
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{
{ { "mcl_compass:compass", 1, 1 }, E1 },
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--{ { "mcl_core:emerald", 13, 13, "mcl_compass:compass", 1, 1 }, { "FIXME:woodland explorer map" 1, 1} },
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},
{
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{ { "mcl_core:emerald", 7, 7}, { "mcl_itemframes:item_frame", 1, 1 }},
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{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_white", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_grey", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_silver", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_black", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_red", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_green", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_cyan", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_blue", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_magenta", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_orange", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_purple", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_brown", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_pink", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_lime", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_light_blue", 1, 1 }},
},
{
--{ { "mcl_core:emerald", 8, 8}, { "FIXME: globe banner pattern", 1, 1 } },
},
-- TODO: special maps
},
},
armorer = {
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name = N("Armorer"),
texture = "mobs_mc_villager_armorer.png",
jobsite = "mcl_blast_furnace:blast_furnace",
trades = {
{
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{ { "mcl_core:coal_lump", 15, 15 }, E1 },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_armor:helmet_iron", 1, 1 } },
{ { "mcl_core:emerald", 9, 9 }, { "mcl_armor:chestplate_iron", 1, 1 } },
{ { "mcl_core:emerald", 7, 7 }, { "mcl_armor:leggings_iron", 1, 1 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_armor:boots_iron", 1, 1 } },
},
{
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{ { "mcl_core:iron_ingot", 4, 4 }, E1 },
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{ { "mcl_core:emerald", 36, 36 }, { "mcl_bells:bell", 1, 1 } },
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{ { "mcl_core:emerald", 3, 3 }, { "mcl_armor:leggings_chain", 1, 1 } },
{ { "mcl_core:emerald", 1, 1 }, { "mcl_armor:boots_chain", 1, 1 } },
},
{
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{ { "mcl_buckets:bucket_lava", 1, 1 }, E1 },
{ { "mcl_core:diamond", 1, 1 }, E1 },
{ { "mcl_core:emerald", 1, 1 }, { "mcl_armor:helmet_chain", 1, 1 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_armor:chestplate_chain", 1, 1 } },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_shields:shield", 1, 1 } },
},
{
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{ { "mcl_core:emerald", 19, 33 }, { "mcl_armor:leggings_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 13, 27 }, { "mcl_armor:boots_diamond_enchanted", 1, 1 } },
},
{
{ { "mcl_core:emerald", 13, 27 }, { "mcl_armor:helmet_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 21, 35 }, { "mcl_armor:chestplate_diamond_enchanted", 1, 1 } },
},
},
},
leatherworker = {
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name = N("Leatherworker"),
texture = "mobs_mc_villager_leatherworker.png",
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jobsite = "mcl_cauldrons:cauldron",
trades = {
{
{ { "mcl_mobitems:leather", 9, 12 }, E1 },
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{ { "mcl_core:emerald", 3, 3 }, { "mcl_armor:leggings_leather", 2, 4 } },
{ { "mcl_core:emerald", 7, 7 }, { "mcl_armor:chestplate_leather", 2, 4 } },
},
{
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{ { "mcl_core:flint", 26, 26 }, E1 },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_armor:helmet_leather", 2, 4 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_armor:boots_leather", 2, 4 } },
},
{
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{ { "mcl_mobitems:rabbit_hide", 9, 9 }, E1 },
{ { "mcl_core:emerald", 7, 7 }, { "mcl_armor:chestplate_leather", 1, 1 } },
},
{
--{ { "FIXME: scute", 4, 4 }, E1 },
{ { "mcl_core:emerald", 8, 10 }, { "mcl_mobitems:saddle", 1, 1 } },
},
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{
{ { "mcl_core:emerald", 6, 6 }, { "mcl_mobitems:saddle", 1, 1 } },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_armor:helmet_leather", 2, 4 } },
},
},
},
butcher = {
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name = N("Butcher"),
texture = "mobs_mc_villager_butcher.png",
jobsite = "mcl_smoker:smoker",
trades = {
{
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{ { "mcl_mobitems:beef", 14, 14 }, E1 },
{ { "mcl_mobitems:chicken", 7, 7 }, E1 },
{ { "mcl_mobitems:rabbit", 4, 4 }, E1 },
{ E1, { "mcl_mobitems:rabbit_stew", 1, 1 } },
},
{
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{ { "mcl_core:coal_lump", 15, 15 }, E1 },
{ E1, { "mcl_mobitems:cooked_porkchop", 5, 5 } },
{ E1, { "mcl_mobitems:cooked_chicken", 8, 8 } },
},
{
{ { "mcl_mobitems:mutton", 7, 7 }, E1 },
{ { "mcl_mobitems:beef", 10, 10 }, E1 },
},
{
{ { "mcl_mobitems:mutton", 7, 7 }, E1 },
{ { "mcl_mobitems:beef", 10, 10 }, E1 },
},
{
--{ { "FIXME: Sweet Berries", 10, 10 }, E1 },
},
},
},
weapon_smith = {
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name = N("Weapon Smith"),
texture = "mobs_mc_villager_weaponsmith.png",
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jobsite = "mcl_grindstone:grindstone",
trades = {
{
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{ { "mcl_core:coal_lump", 15, 15 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_tools:axe_iron", 1, 1 } },
{ { "mcl_core:emerald", 7, 21 }, { "mcl_tools:sword_iron_enchanted", 1, 1 } },
},
{
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{ { "mcl_core:iron_ingot", 4, 4 }, E1 },
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{ { "mcl_core:emerald", 36, 36 }, { "mcl_bells:bell", 1, 1 } },
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},
{
{ { "mcl_core:flint", 7, 9 }, E1 },
},
{
{ { "mcl_core:diamond", 7, 9 }, E1 },
{ { "mcl_core:emerald", 17, 31 }, { "mcl_tools:axe_diamond_enchanted", 1, 1 } },
},
{
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{ { "mcl_core:emerald", 13, 27 }, { "mcl_tools:sword_diamond_enchanted", 1, 1 } },
},
},
},
tool_smith = {
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name = N("Tool Smith"),
texture = "mobs_mc_villager_toolsmith.png",
jobsite = "mcl_smithing_table:table",
trades = {
{
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{ { "mcl_core:coal_lump", 15, 15 }, E1 },
{ E1, { "mcl_tools:axe_stone", 1, 1 } },
{ E1, { "mcl_tools:shovel_stone", 1, 1 } },
{ E1, { "mcl_tools:pick_stone", 1, 1 } },
{ E1, { "mcl_farming:hoe_stone", 1, 1 } },
},
{
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{ { "mcl_core:iron_ingot", 4, 4 }, E1 },
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{ { "mcl_core:emerald", 36, 36 }, { "mcl_bells:bell", 1, 1 } },
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},
{
{ { "mcl_core:flint", 30, 30 }, E1 },
{ { "mcl_core:emerald", 6, 20 }, { "mcl_tools:axe_iron_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 7, 21 }, { "mcl_tools:shovel_iron_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 8, 22 }, { "mcl_tools:pick_iron_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_farming:hoe_diamond", 1, 1 } },
},
{
{ { "mcl_core:diamond", 1, 1 }, E1 },
{ { "mcl_core:emerald", 17, 31 }, { "mcl_tools:axe_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 10, 24 }, { "mcl_tools:shovel_diamond_enchanted", 1, 1 } },
},
{
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{ { "mcl_core:emerald", 18, 32 }, { "mcl_tools:pick_diamond_enchanted", 1, 1 } },
},
},
},
cleric = {
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name = N("Cleric"),
texture = "mobs_mc_villager_priest.png",
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jobsite = "mcl_brewing:stand_000",
trades = {
{
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{ { "mcl_mobitems:rotten_flesh", 32, 32 }, E1 },
{ E1, { "mesecons:redstone", 2, 2 } },
},
{
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{ { "mcl_core:gold_ingot", 3, 3 }, E1 },
{ E1, { "mcl_dye:blue", 1, 1 } },
},
{
{ { "mcl_mobitems:rabbit_foot", 2, 2 }, E1 },
{ E1, { "mcl_nether:glowstone", 4, 4 } },
},
{
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--{ { "FIXME: scute", 4, 4 }, E1 },
{ { "mcl_potions:glass_bottle", 9, 9 }, E1 },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_throwing:ender_pearl", 1, 1 } },
TRADE_V6_RED_SANDSTONE,
},
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{
{ { "mcl_nether:nether_wart_item", 22, 22 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_experience:bottle", 1, 1 } },
},
},
},
nitwit = {
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name = N("Nitwit"),
texture = "mobs_mc_villager_nitwit.png",
-- No trades for nitwit
trades = nil,
}
}
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local WORK = "work"
local SLEEP = "sleep"
local GATHERING = "gathering"
local profession_names = {}
for id, _ in pairs(professions) do
table.insert(profession_names, id)
end
local function populate_jobsites (profession)
if profession then
mcl_log("populate_jobsites: ".. tostring(profession))
end
local jobsites_requested={}
for _,n in pairs(profession_names) do
if n and professions[n].jobsite then
if not profession or (profession and profession == n) then
--minetest.log("populate_jobsites. Adding: ".. tostring(n))
table.insert(jobsites_requested,professions[n].jobsite)
end
end
end
return jobsites_requested
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end
jobsites = populate_jobsites()
local spawnable_bed={}
table.insert(spawnable_bed, "mcl_beds:bed_red_bottom")
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local function stand_still(self)
self.walk_chance = 0
self.jump = false
end
local function init_trader_vars(self)
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if not self._max_trade_tier then
self._max_trade_tier = 1
end
if not self._locked_trades then
self._locked_trades = 0
end
if not self._trading_players then
self._trading_players = {}
end
end
local function get_badge_textures(self)
local t = professions[self._profession].texture
if self._profession == "unemployed" then
t = professions[self._profession].textures -- ideally both scenarios should be textures with a list containing 1 or multiple
--mcl_log("t: " .. tostring(t))
end
if self._profession == "unemployed" or self._profession == "nitwit" then return t end
local tier = self._max_trade_tier or 1
return {
t .. "^" .. badges[tier]
}
end
local function set_textures(self)
local badge_textures = get_badge_textures(self)
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--mcl_log("Setting textures: " .. tostring(badge_textures))
self.object:set_properties({textures=badge_textures})
end
function get_activity(tod)
-- night hours = tod > 18541 or tod < 5458
if not tod then
tod = minetest.get_timeofday()
end
tod = ( tod * 24000 ) % 24000
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local lunch_start = 12000
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local lunch_end = 13500
local work_start = 8500
local work_end = 16500
local activity = nil
if weather_mod and mcl_weather.get_weather() == "thunder" then
mcl_log("Better get to bed. Weather is: " .. mcl_weather.get_weather())
activity = SLEEP
elseif (tod > work_start and tod < lunch_start) or (tod > lunch_end and tod < work_end) then
activity = WORK
elseif mcl_beds.is_night() then
activity = SLEEP
elseif tod > lunch_start and tod < lunch_end then
activity = GATHERING
else
activity = "chill"
end
mcl_log("Time is " .. tod ..". Activity is: ".. activity)
return activity
end
local function check_bed (entity)
local b = entity._bed
if not b then
--minetest.log("No bed set on villager")
return false
end
local n = minetest.get_node(b)
if n and n.name ~= "mcl_beds:bed_red_bottom" then
mcl_log("Where did my bed go?!")
entity._bed = nil --the stormtroopers have killed uncle owen
return false
else
return true
end
end
local function go_home(entity, sleep)
if not check_bed (entity) then
mcl_log("Cannot find bed, so cannot go home")
end
local b = entity._bed
if not b then
return
end
local bed_node = minetest.get_node(b)
if not bed_node then
entity._bed = nil
mcl_log("Cannot find bed. Unset it")
return
end
if vector.distance(entity.object:get_pos(),b) < 2 then
if sleep then
entity.order = SLEEP
mcl_log("Sleep time!")
end
else
if sleep and entity.order == SLEEP then
entity.order = nil
return
end
mcl_mobs:gopath(entity,b,function(entity,b)
local b = entity._bed
if not b then
--minetest.log("NO BED, problem")
return false
end
if not minetest.get_node(b) then
--minetest.log("NO BED NODE, problem")
return false
end
if vector.distance(entity.object:get_pos(),b) < 2 then
--minetest.log("Managed to walk home callback!")
return true
else
--minetest.log("Need to walk to home")
end
end)
end
end
local function take_bed (entity)
if not entity then return end
local p = entity.object:get_pos()
local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48), vector.offset(p,48,48,48), spawnable_bed)
for _,n in pairs(nn) do
local m=minetest.get_meta(n)
--mcl_log("Bed owner: ".. m:get_string("villager"))
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if m:get_string("villager") == "" and not (entity.state == PATHFINDING) then
mcl_log("Can we path to bed: "..minetest.pos_to_string(n) )
local gp = mcl_mobs:gopath(entity,n,function(self)
if self then
self.order = "sleep"
mcl_log("Sleepy time" )
else
mcl_log("Can't sleep, no self in the callback" )
end
end)
if gp then
mcl_log("Nice bed. I'll defintely take it as I can path")
m:set_string("villager", entity._id)
entity._bed = n
break
else
mcl_log("Awww. I can't find my bed.")
end
else
mcl_log("Currently gowp, or it's taken: ".. m:get_string("villager"))
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end
end
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end
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local function has_golem(pos)
local r = false
for _,o in pairs(minetest.get_objects_inside_radius(pos,16)) do
local l = o:get_luaentity()
if l and l.name == "mobs_mc:iron_golem" then return true end
end
end
local function has_summon_participants(self)
local r = 0
for _,o in pairs(minetest.get_objects_inside_radius(self.object:get_pos(),10)) do
local l = o:get_luaentity()
--TODO check for panicking or gossiping
if l and l.name == "mobs_mc:villager" then r = r + 1 end
end
return r > 2
end
local function summon_golem(self)
vector.offset(self.object:get_pos(),-10,-10,-10)
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local nn = minetest.find_nodes_in_area_under_air(vector.offset(self.object:get_pos(),-10,-10,-10),vector.offset(self.object:get_pos(),10,10,10),{"group:solid","group:water"})
table.shuffle(nn)
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for _,n in pairs(nn) do
local up = minetest.find_nodes_in_area(vector.offset(n,0,1,0),vector.offset(n,0,3,0),{"air"})
if up and #up >= 3 then
minetest.sound_play("mcl_portals_open_end_portal", {pos=n, gain=0.5, max_hear_distance = 16}, true)
return minetest.add_entity(vector.offset(n,0,1,0),"mobs_mc:iron_golem")
end
end
end
local function check_summon(self,dtime)
-- TODO has selpt in last 20?
if self._summon_timer and self._summon_timer > 30 then
local pos = self.object:get_pos()
self._summon_timer = 0
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if has_golem(pos) then return false end
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if not has_summon_participants(self) then return end
summon_golem(self)
elseif self._summon_timer == nil then
self._summon_timer = 0
end
self._summon_timer = self._summon_timer + dtime
end
local function debug_trades(self)
mcl_log("Start debug trades")
if not self or not self._trades then return end
local trades = minetest.deserialize(self._trades)
if trades and type(trades) == "table" then
for trader, trade in pairs(trades) do
--mcl_log("Current record: ".. tostring(trader))
for tr3, tr4 in pairs (trade) do
mcl_log("Key: ".. tostring(tr3))
mcl_log("Value: ".. tostring(tr4))
end
end
end
mcl_log("End debug trades")
end
local function has_traded (self)
if not self._trades then
mcl_log("No trades set. has_traded is false")
return false
end
local cur_trades_tab = minetest.deserialize(self._trades)
if cur_trades_tab and type(cur_trades_tab) == "table" then
for trader, trades in pairs(cur_trades_tab) do
if trades.traded_once then
mcl_log("Villager has traded before. Returning true")
return true
end
end
end
mcl_log("Villager has not traded before")
return false
end
local function unlock_trades (self)
if not self._trades then
mcl_log("No trades set. has_traded is false")
return false
end
mcl_log("Unlocking trades")
local has_unlocked = false
local trades = minetest.deserialize(self._trades)
if trades and type(trades) == "table" then
for trader, trade in pairs(trades) do
local trade_tier_too_high = trade.tier > self._max_trade_tier
--mcl_log("Max trade tier of villager: ".. tostring(self._max_trade_tier))
--mcl_log("current trade.tier: ".. tostring(trade.tier))
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--mcl_log("trade tier too high: ".. tostring(trade_tier_too_high))
--mcl_log("locked: ".. tostring(trade["locked"]))
if not trade_tier_too_high then
if trade["locked"] == true then
trade.locked = false
trade.trade_counter = 0
has_unlocked = true
mcl_log("Villager has a locked trade. Unlocking")
end
end
end
if has_unlocked then
self._trades = minetest.serialize(trades)
end
end
end
----- JOBSITE LOGIC
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local function get_profession_by_jobsite(js)
for k,v in pairs(professions) do
if v.jobsite == js then return k end
end
end
local function employ(self,jobsite_pos)
local n = minetest.get_node(jobsite_pos)
local m = minetest.get_meta(jobsite_pos)
local p = get_profession_by_jobsite(n.name)
if p and m:get_string("villager") == "" then
mcl_log("Taking this jobsite")
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m:set_string("villager",self._id)
self._jobsite = jobsite_pos
if not has_traded(self) then
self._profession=p
set_textures(self)
end
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return true
else
mcl_log("I can not steal someone's job!")
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end
end
local function look_for_job(self, requested_jobsites)
mcl_log("Looking for jobs")
local looking_for_type = jobsites
if requested_jobsites then
--mcl_log("Looking for jobs of my type: " .. tostring(requested_jobsites))
looking_for_type = requested_jobsites
else
mcl_log("Looking for any job type")
end
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local p = self.object:get_pos()
local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), looking_for_type)
--Ideally should check for closest available. It'll make pathing easier.
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for _,n in pairs(nn) do
local m = minetest.get_meta(n)
--mcl_log("Job owner: ".. m:get_string("villager"))
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if m:get_string("villager") == "" then
mcl_log("It's a free job for me (".. minetest.pos_to_string(p) .. ")! I might be interested: "..minetest.pos_to_string(n) )
local gp = mcl_mobs:gopath(self,n,function(self)
mcl_log("Arrived at block callback")
if self and self.state == "stand" then
self.order = WORK
else
mcl_log("no self. passing param to callback failed")
end
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end)
if gp then
if n then
mcl_log("We can path to this block.. " .. tostring(n))
end
return n
else
mcl_log("We could not path to block or it's not ready to path yet.")
end
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end
end
return nil
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end
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local function get_a_job(self)
if self.order == WORK then self.order = nil end
mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?")
local requested_jobsites = jobsites
if has_traded (self) then
mcl_log("Has traded so look for job of my type")
requested_jobsites = populate_jobsites(self._profession)
-- Only pass in my jobsite to two functions here
end
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local p = self.object:get_pos()
local n = minetest.find_node_near(p,1,requested_jobsites)
if n and employ(self,n) then return true end
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if self.state ~= PATHFINDING then
mcl_log("Nothing near. Need to look for a job")
look_for_job(self, requested_jobsites)
end
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end
local function retrieve_my_jobsite (self)
if not self or not self._jobsite then
mcl_log("find_jobsite. Invalid params. Should not happen")
return
end
local n = mcl_vars.get_node(self._jobsite)
local m = minetest.get_meta(self._jobsite)
if m:get_string("villager") == self._id then
--mcl_log("find_jobsite. is my job.")
return n
else
mcl_log("This isn't my jobsite")
end
return
end
local function validate_jobsite(self)
if self._profession == "unemployed" then return false end
if not retrieve_my_jobsite (self) then
self._jobsite = nil
if self.order == WORK then
self.order = nil
end
if not has_traded(self) then
mcl_log("Cannot retrieve my jobsite. I am now unemployed.")
self._profession = "unemployed"
self._trades = nil
set_textures(self)
else
mcl_log("Cannot retrieve my jobsite but I've traded so only remove jobsite.")
end
return false
else
return true
end
end
local function do_work (self)
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--debug_trades(self)
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if self.child then
mcl_log("A child so don't send to work")
return
end
--mcl_log("Time for work")
-- Don't try if looking_for_work, or gowp possibly
if validate_jobsite(self) then
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--mcl_log("My jobsite is valid. Do i need to travel?")
local jobsite2 = retrieve_my_jobsite (self)
local jobsite = self._jobsite
if self and jobsite2 and self._jobsite then
local distance_to_jobsite = vector.distance(self.object:get_pos(),self._jobsite)
--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite)
if distance_to_jobsite < 2 then
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if self.state ~= PATHFINDING and self.order ~= WORK then
mcl_log("Setting order to work.")
self.order = WORK
unlock_trades(self)
else
--mcl_log("Still pathfinding.")
end
else
mcl_log("Not at job block. Need to commute.")
if self.order == WORK then
self.order = nil
return
end
mcl_mobs:gopath(self, jobsite, function(self,jobsite)
if not self then
--mcl_log("missing self. not good")
return false
end
if not self._jobsite then
--mcl_log("Jobsite not valid")
return false
end
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
--mcl_log("Made it to work ok callback!")
return true
else
--mcl_log("Need to walk to work. Not sure we can get here.")
end
end)
end
end
elseif self._profession == "unemployed" or has_traded(self) then
get_a_job(self)
end
end
local function go_to_town_bell(self)
if self.order == GATHERING then
mcl_log("Already gathering")
return
else
mcl_log("Current order" .. self.order)
end
mcl_log("Go to town bell")
local looking_for_type={}
table.insert(looking_for_type, "mcl_bells:bell")
local p = self.object:get_pos()
local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), looking_for_type)
--Ideally should check for closest available. It'll make pathing easier.
for _,n in pairs(nn) do
mcl_log("Found bell")
local gp = mcl_mobs:gopath(self,n,function(self)
if self then
self.order = GATHERING
mcl_log("Callback has a self")
end
mcl_log("Arrived at block callback")
end)
if gp then
if n then
mcl_log("We can path to this block.. " .. tostring(n))
end
return n
else
mcl_log("We could not path to block or it's not ready to path yet.")
end
end
return nil
end
local function do_activity (self)
-- Maybe just check we're pathfinding first?
if not self._bed then
--mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
take_bed (self)
end
-- Only check in day or during thunderstorm but wandered_too_far code won't work
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local wandered_too_far = false
if check_bed (self) then
wandered_too_far = ( self.state ~= PATHFINDING ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
end
if wandered_too_far then
--mcl_log("Wandered too far! Return home ")
go_home(self, false)
elseif get_activity() == SLEEP then
go_home(self, true)
elseif get_activity() == WORK then
do_work(self)
elseif get_activity() == GATHERING then
go_to_town_bell(self)
else
-- gossip at town bell or stroll around
mcl_log("No order, so remove it.")
self.order = nil
end
-- Daytime is work and play time
if not mcl_beds.is_night() then
if self.order == SLEEP then self.order = nil end
else
if self.order == WORK then self.order = nil end
end
end
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local function update_max_tradenum(self)
if not self._trades then
return
end
local trades = minetest.deserialize(self._trades)
for t=1, #trades do
local trade = trades[t]
if trade.tier > self._max_trade_tier then
self._max_tradenum = t - 1
return
end
end
self._max_tradenum = #trades
end
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local function init_trades(self, inv)
local profession = professions[self._profession]
local trade_tiers = profession.trades
if trade_tiers == nil then
-- Empty trades
self._trades = false
return
end
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local max_tier = #trade_tiers
local trades = {}
for tiernum=1, max_tier do
local tier = trade_tiers[tiernum]
for tradenum=1, #tier do
local trade = tier[tradenum]
local wanted1_item = trade[1][1]
local wanted1_count = math.random(trade[1][2], trade[1][3])
local offered_item = trade[2][1]
local offered_count = math.random(trade[2][2], trade[2][3])
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local offered_stack = ItemStack({name = offered_item, count = offered_count})
if mcl_enchanting.is_enchanted(offered_item) then
if mcl_enchanting.is_book(offered_item) then
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offered_stack = mcl_enchanting.enchant_uniform_randomly(offered_stack, {"soul_speed"})
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else
mcl_enchanting.enchant_randomly(offered_stack, math.random(5, 19), false, false, true)
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mcl_enchanting.unload_enchantments(offered_stack)
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end
end
local wanted = { wanted1_item .. " " ..wanted1_count }
if trade[1][4] then
local wanted2_item = trade[1][4]
local wanted2_count = math.random(trade[1][5], trade[1][6])
table.insert(wanted, wanted2_item .. " " ..wanted2_count)
end
table.insert(trades, {
wanted = wanted,
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offered = offered_stack:to_table(),
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tier = tiernum, -- tier of this trade
traded_once = false, -- true if trade was traded at least once
trade_counter = 0, -- how often the this trade was mate after the last time it got unlocked
locked = false, -- if this trade is locked. Locked trades can't be used
})
end
end
self._trades = minetest.serialize(trades)
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minetest.deserialize(self._trades)
end
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local function set_trade(trader, player, inv, concrete_tradenum)
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local trades = minetest.deserialize(trader._trades)
if not trades then
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init_trades(trader)
trades = minetest.deserialize(trader._trades)
if not trades then
--minetest.log("error", "Failed to select villager trade!")
return
end
end
local name = player:get_player_name()
-- Stop tradenum from advancing into locked tiers or out-of-range areas
if concrete_tradenum > trader._max_tradenum then
concrete_tradenum = trader._max_tradenum
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elseif concrete_tradenum < 1 then
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concrete_tradenum = 1
end
player_tradenum[name] = concrete_tradenum
local trade = trades[concrete_tradenum]
inv:set_stack("wanted", 1, ItemStack(trade.wanted[1]))
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local offered = ItemStack(trade.offered)
-- Only load enchantments for enchanted items; fixes unnecessary metadata being applied to regular items from villagers.
if mcl_enchanting.is_enchanted(offered:get_name()) then
mcl_enchanting.load_enchantments(offered)
end
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inv:set_stack("offered", 1, offered)
if trade.wanted[2] then
local wanted2 = ItemStack(trade.wanted[2])
inv:set_stack("wanted", 2, wanted2)
else
inv:set_stack("wanted", 2, "")
end
end
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local function show_trade_formspec(playername, trader, tradenum)
if not trader._trades then
return
end
if not tradenum then
tradenum = 1
end
local trades = minetest.deserialize(trader._trades)
local trade = trades[tradenum]
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local profession = professions[trader._profession].name
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local disabled_img = ""
if trade.locked then
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disabled_img = "image[4.3,2.52;1,1;mobs_mc_trading_formspec_disabled.png]"..
"image[4.3,1.1;1,1;mobs_mc_trading_formspec_disabled.png]"
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end
local tradeinv_name = "mobs_mc:trade_"..playername
local tradeinv = F("detached:"..tradeinv_name)
local b_prev, b_next = "", ""
if #trades > 1 then
if tradenum > 1 then
b_prev = "button[1,1;0.5,1;prev_trade;<]"
end
if tradenum < trader._max_tradenum then
b_next = "button[7.26,1;0.5,1;next_trade;>]"
end
end
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..playername})
if not inv then
return
end
local wanted1 = inv:get_stack("wanted", 1)
local wanted2 = inv:get_stack("wanted", 2)
local offered = inv:get_stack("offered", 1)
local w2_formspec = ""
if not wanted2:is_empty() then
w2_formspec = "item_image[3,1;1,1;"..wanted2:to_string().."]"
.."tooltip[3,1;0.8,0.8;"..F(wanted2:get_description()).."]"
end
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local tiername = tiernames[trader._max_trade_tier]
if tiername then
tiername = S(tiername)
else
tiername = S("Master")
end
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local formspec =
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"size[9,8.75]"
.."background[-0.19,-0.25;9.41,9.49;mobs_mc_trading_formspec_bg.png]"
..disabled_img
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.."label[3,0;"..F(minetest.colorize("#313131", S(profession).." - "..tiername)) .."]"
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.."list[current_player;main;0,4.5;9,3;9]"
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.."list[current_player;main;0,7.74;9,1;]"
..b_prev..b_next
.."["..tradeinv..";wanted;2,1;2,1;]"
.."item_image[2,1;1,1;"..wanted1:to_string().."]"
.."tooltip[2,1;0.8,0.8;"..F(wanted1:get_description()).."]"
..w2_formspec
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.."item_image[5.76,1;1,1;"..offered:get_name().." "..offered:get_count().."]"
.."tooltip[5.76,1;0.8,0.8;"..F(offered:get_description()).."]"
.."list["..tradeinv..";input;2,2.5;2,1;]"
.."list["..tradeinv..";output;5.76,2.55;1,1;]"
.."listring["..tradeinv..";output]"
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.."listring[current_player;main]"
.."listring["..tradeinv..";input]"
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.."listring[current_player;main]"
minetest.sound_play("mobs_mc_villager_trade", {to_player = playername,object=trader.object}, true)
minetest.show_formspec(playername, tradeinv_name, formspec)
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end
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local function update_offer(inv, player, sound)
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local name = player:get_player_name()
local trader = player_trading_with[name]
local tradenum = player_tradenum[name]
if not trader or not tradenum then
return false
end
local trades = minetest.deserialize(trader._trades)
if not trades then
return false
end
local trade = trades[tradenum]
if not trade then
return false
end
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local wanted1, wanted2 = inv:get_stack("wanted", 1), inv:get_stack("wanted", 2)
local input1, input2 = inv:get_stack("input", 1), inv:get_stack("input", 2)
-- BEGIN OF SPECIAL HANDLING OF COMPASS
-- These 2 functions are a complicated check to check if the input contains a
-- special item which we cannot check directly against their name, like
-- compass.
-- TODO: Remove these check functions when compass and clock are implemented
-- as single items.
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local function check_special(special_item, group, wanted1, wanted2, input1, input2)
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if minetest.registered_aliases[special_item] then
special_item = minetest.registered_aliases[special_item]
end
if wanted1:get_name() == special_item then
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local function check_input(input, wanted, group)
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return minetest.get_item_group(input:get_name(), group) ~= 0 and input:get_count() >= wanted:get_count()
end
if check_input(input1, wanted1, group) then
return true
elseif check_input(input2, wanted1, group) then
return true
else
return false
end
end
return false
end
-- Apply above function to all items which we consider special.
-- This function succeeds if ANY item check succeeds.
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local function check_specials(wanted1, wanted2, input1, input2)
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return check_special(COMPASS, "compass", wanted1, wanted2, input1, input2)
end
-- END OF SPECIAL HANDLING OF COMPASS
if (
((inv:contains_item("input", wanted1) and
(wanted2:is_empty() or inv:contains_item("input", wanted2))) or
-- BEGIN OF SPECIAL HANDLING OF COMPASS
check_specials(wanted1, wanted2, input1, input2)) and
-- END OF SPECIAL HANDLING OF COMPASS
(trade.locked == false)) then
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inv:set_stack("output", 1, inv:get_stack("offered", 1))
if sound then
minetest.sound_play("mobs_mc_villager_accept", {to_player = name,object=trader.object}, true)
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end
return true
else
inv:set_stack("output", 1, ItemStack(""))
if sound then
minetest.sound_play("mobs_mc_villager_deny", {to_player = name,object=trader.object}, true)
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end
return false
end
end
-- Returns a single itemstack in the given inventory to the player's main inventory, or drop it when there's no space left
local function return_item(itemstack, dropper, pos, inv_p)
if dropper:is_player() then
-- Return to main inventory
if inv_p:room_for_item("main", itemstack) then
inv_p:add_item("main", itemstack)
else
-- Drop item on the ground
local v = dropper:get_look_dir()
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
p.x = p.x+(math.random(1,3)*0.2)
p.z = p.z+(math.random(1,3)*0.2)
local obj = minetest.add_item(p, itemstack)
if obj then
v.x = v.x*4
v.y = v.y*4 + 2
v.z = v.z*4
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obj:set_velocity(v)
obj:get_luaentity()._insta_collect = false
end
end
else
-- Fallback for unexpected cases
minetest.add_item(pos, itemstack)
end
return itemstack
end
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local function return_fields(player)
local name = player:get_player_name()
local inv_t = minetest.get_inventory({type="detached", name = "mobs_mc:trade_"..name})
local inv_p = player:get_inventory()
if not inv_t or not inv_p then
return
end
for i=1, inv_t:get_size("input") do
local stack = inv_t:get_stack("input", i)
return_item(stack, player, player:get_pos(), inv_p)
stack:clear()
inv_t:set_stack("input", i, stack)
end
inv_t:set_stack("output", 1, "")
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if string.sub(formname, 1, 14) == "mobs_mc:trade_" then
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local name = player:get_player_name()
if fields.quit then
-- Get input items back
return_fields(player)
-- Reset internal "trading with" state
local trader = player_trading_with[name]
if trader then
trader._trading_players[name] = nil
end
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player_trading_with[name] = nil
elseif fields.next_trade or fields.prev_trade then
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local trader = player_trading_with[name]
if not trader or not trader.object:get_luaentity() then
return
end
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local trades = trader._trades
if not trades then
return
end
local dir = 1
if fields.prev_trade then
dir = -1
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end
local tradenum = player_tradenum[name] + dir
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
if not inv then
return
end
set_trade(trader, player, inv, tradenum)
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update_offer(inv, player, false)
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show_trade_formspec(name, trader, player_tradenum[name])
end
end
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
return_fields(player)
player_tradenum[name] = nil
local trader = player_trading_with[name]
if trader then
trader._trading_players[name] = nil
end
player_trading_with[name] = nil
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end)
-- Return true if player is trading with villager, and the villager entity exists
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local function trader_exists(playername)
local trader = player_trading_with[playername]
return trader ~= nil and trader.object:get_luaentity() ~= nil
end
local trade_inventory = {
allow_take = function(inv, listname, index, stack, player)
if listname == "input" then
return stack:get_count()
elseif listname == "output" then
if not trader_exists(player:get_player_name()) then
return 0
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-- Begin Award Code
-- May need to be moved if award gets unlocked in the wrong cases.
elseif trader_exists(player:get_player_name()) then
awards.unlock(player:get_player_name(), "mcl:whatAdeal")
-- End Award Code
end
-- Only allow taking full stack
local count = stack:get_count()
if count == inv:get_stack(listname, index):get_count() then
-- Also update output stack again.
-- If input has double the wanted items, the
-- output will stay because there will be still
-- enough items in input after the trade
local wanted1 = inv:get_stack("wanted", 1)
local wanted2 = inv:get_stack("wanted", 2)
local input1 = inv:get_stack("input", 1)
local input2 = inv:get_stack("input", 2)
wanted1:set_count(wanted1:get_count()*2)
wanted2:set_count(wanted2:get_count()*2)
-- BEGIN OF SPECIAL HANDLING FOR COMPASS
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local function special_checks(wanted1, input1, input2)
if wanted1:get_name() == COMPASS then
local compasses = 0
if (minetest.get_item_group(input1:get_name(), "compass") ~= 0) then
compasses = compasses + input1:get_count()
end
if (minetest.get_item_group(input2:get_name(), "compass") ~= 0) then
compasses = compasses + input2:get_count()
end
return compasses >= wanted1:get_count()
end
return false
end
-- END OF SPECIAL HANDLING FOR COMPASS
if (inv:contains_item("input", wanted1) and
(wanted2:is_empty() or inv:contains_item("input", wanted2)))
-- BEGIN OF SPECIAL HANDLING FOR COMPASS
or special_checks(wanted1, input1, input2) then
-- END OF SPECIAL HANDLING FOR COMPASS
return -1
else
-- If less than double the wanted items,
-- remove items from output (final trade,
-- input runs empty)
return count
end
else
return 0
end
else
return 0
end
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if from_list == "input" and to_list == "input" then
return count
elseif from_list == "output" and to_list == "input" then
if not trader_exists(player:get_player_name()) then
return 0
end
local move_stack = inv:get_stack(from_list, from_index)
if inv:get_stack(to_list, to_index):item_fits(move_stack) then
return count
end
end
return 0
end,
allow_put = function(inv, listname, index, stack, player)
if listname == "input" then
if not trader_exists(player:get_player_name()) then
return 0
else
return stack:get_count()
end
else
return 0
end
end,
on_put = function(inv, listname, index, stack, player)
update_offer(inv, player, true)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if from_list == "output" and to_list == "input" then
inv:remove_item("input", inv:get_stack("wanted", 1))
local wanted2 = inv:get_stack("wanted", 2)
if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2))
end
local trader = player_trading_with[name]
minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name(),object=trader.object}, true)
end
update_offer(inv, player, true)
end,
on_take = function(inv, listname, index, stack, player)
local accept
local name = player:get_player_name()
if listname == "output" then
local wanted1 = inv:get_stack("wanted", 1)
inv:remove_item("input", wanted1)
local wanted2 = inv:get_stack("wanted", 2)
if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2))
end
-- BEGIN OF SPECIAL HANDLING FOR COMPASS
if wanted1:get_name() == COMPASS then
for n=1, 2 do
local input = inv:get_stack("input", n)
if minetest.get_item_group(input:get_name(), "compass") ~= 0 then
input:set_count(input:get_count() - wanted1:get_count())
inv:set_stack("input", n, input)
break
end
end
end
-- END OF SPECIAL HANDLING FOR COMPASS
local trader = player_trading_with[name]
local tradenum = player_tradenum[name]
local trades
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trader._traded = true
if trader and trader._trades then
trades = minetest.deserialize(trader._trades)
end
if trades then
local trade = trades[tradenum]
local unlock_stuff = false
if not trade.traded_once then
-- Unlock all the things if something was traded
-- for the first time ever
unlock_stuff = true
trade.traded_once = true
elseif trade.trade_counter == 0 and math.random(1,5) == 1 then
-- Otherwise, 20% chance to unlock if used freshly reset trade
unlock_stuff = true
end
local update_formspec = false
if unlock_stuff then
-- First-time trade unlock all trades and unlock next trade tier
if trade.tier + 1 > trader._max_trade_tier then
trader._max_trade_tier = trader._max_trade_tier + 1
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if trader._max_trade_tier > 5 then
trader._max_trade_tier = 5
end
set_textures(trader)
update_max_tradenum(trader)
update_formspec = true
end
for t=1, #trades do
trades[t].locked = false
trades[t].trade_counter = 0
end
trader._locked_trades = 0
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-- Also heal trader for unlocking stuff
-- TODO: Replace by Regeneration I
trader.health = math.min(trader.hp_max, trader.health + 4)
end
trade.trade_counter = trade.trade_counter + 1
mcl_log("Trade counter is: ".. trade.trade_counter)
-- Semi-randomly lock trade for repeated trade (not if there's only 1 trade)
if trader._max_tradenum > 1 then
if trade.trade_counter >= 12 then
trade.locked = true
elseif trade.trade_counter >= 2 then
local r = math.random(1, math.random(4, 10))
if r == 1 then
trade.locked = true
end
end
end
if trade.locked then
inv:set_stack("output", 1, "")
update_formspec = true
trader._locked_trades = trader._locked_trades + 1
-- Check if we managed to lock ALL available trades. Rare but possible.
if trader._locked_trades >= trader._max_tradenum then
-- Emergency unlock! Unlock all other trades except the current one
for t=1, #trades do
if t ~= tradenum then
trades[t].locked = false
trades[t].trade_counter = 0
end
end
trader._locked_trades = 1
-- Also heal trader for unlocking stuff
-- TODO: Replace by Regeneration I
trader.health = math.min(trader.hp_max, trader.health + 4)
end
end
trader._trades = minetest.serialize(trades)
if update_formspec then
show_trade_formspec(name, trader, tradenum)
end
else
minetest.log("error", "[mobs_mc] Player took item from trader output but player_trading_with or player_tradenum is nil!")
end
accept = true
elseif listname == "input" then
update_offer(inv, player, false)
end
local trader = player_trading_with[name]
if accept then
minetest.sound_play("mobs_mc_villager_accept", {to_player = name,object=trader.object}, true)
else
minetest.sound_play("mobs_mc_villager_deny", {to_player = name,object=trader.object}, true)
end
end,
}
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minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
player_tradenum[name] = 1
player_trading_with[name] = nil
-- Create or get player-specific trading inventory
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
if not inv then
inv = minetest.create_detached_inventory("mobs_mc:trade_"..name, trade_inventory, name)
end
inv:set_size("input", 2)
inv:set_size("output", 1)
inv:set_size("wanted", 2)
inv:set_size("offered", 1)
end)
--[=======[ MOB REGISTRATION AND SPAWNING ]=======]
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local pick_up = { "mcl_farming:bread", "mcl_farming:carrot_item", "mcl_farming:beetroot_item" , "mcl_farming:potato_item" }
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mcl_mobs:register_mob("mobs_mc:villager", {
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description = S("Villager"),
type = "npc",
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spawn_class = "passive",
passive = true,
hp_min = 20,
hp_max = 20,
head_swivel = "head.control",
bone_eye_height = 6.3,
head_eye_height = 2.2,
curiosity = 10,
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runaway = true,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
visual = "mesh",
mesh = "mobs_mc_villager.b3d",
textures = {
"mobs_mc_villager.png",
"mobs_mc_villager.png", --hat
},
makes_footstep_sound = true,
walk_velocity = 1.2,
run_velocity = 2.4,
drops = {},
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can_despawn = false,
-- TODO: sounds
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sounds = {
random = "mobs_mc_villager",
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damage = "mobs_mc_villager_hurt",
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distance = 10,
},
animation = {
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stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_speed = 25,
run_start = 0, run_end = 40, run_speed = 25,
head_shake_start = 60, head_shake_end = 70, head_shake_loop = false,
head_nod_start = 50, head_nod_end = 60, head_nod_loop = false,
},
child_animations = {
stand_start = 71, stand_end = 71,
walk_start = 71, walk_end = 111, walk_speed = 37,
run_start = 71, run_end = 111, run_speed = 37,
head_shake_start = 131, head_shake_end = 141, head_shake_loop = false,
head_nod_start = 121, head_nod_end = 131, head_nod_loop = false,
},
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follow = pick_up,
nofollow = true,
view_range = 16,
fear_height = 4,
jump = true,
walk_chance = DEFAULT_WALK_CHANCE,
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_bed = nil,
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_id = nil,
_profession = "unemployed",
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look_at_player = true,
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pick_up = pick_up,
can_open_doors = true,
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on_pick_up = function(self,itementity)
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local clicker
local it = ItemStack(itementity.itemstring)
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for _,p in pairs(minetest.get_connected_players()) do
if vector.distance(p:get_pos(),self.object:get_pos()) < 10 then
clicker = p
end
end
if clicker and not self.horny then
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mcl_mobs:feed_tame(self, clicker, 1, true, false, true)
it:take_item(1)
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end
return it
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end,
on_rightclick = function(self, clicker)
if self.child or self._profession == "unemployed" or self._profession == "nitwit" then
self.order = nil
return
end
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if self.state == PATHFINDING then
self.state = "stand"
end
-- Can we remove now we possibly have fixed root cause
if self.state == "attack" then
mcl_log("Somehow villager got into an invalid attack state. Removed attack state.")
-- Need to stop villager getting in attack state. This is a workaround to allow players to fix broken villager.
self.state = "stand"
self.attack = nil
end
-- Don't do at night. Go to bed? Maybe do_activity needs it's own method
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if validate_jobsite(self) and not self.order == WORK then
--mcl_mobs:gopath(self,self._jobsite,function()
-- minetest.log("sent to jobsite")
--end)
else
self.state = "stand" -- cancel gowp in case it has messed up
--self.order = nil -- cancel work if working
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end
-- Initiate trading
init_trader_vars(self)
local name = clicker:get_player_name()
self._trading_players[name] = true
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if self._trades == nil or self._trades == false then
minetest.log("Trades is nil so init")
init_trades(self)
end
update_max_tradenum(self)
if self._trades == false then
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minetest.log("Trades is false. no right click op")
-- Villager has no trades, rightclick is a no-op
return
end
player_trading_with[name] = self
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
if not inv then
return
end
set_trade(self, clicker, inv, 1)
show_trade_formspec(name, self)
-- Behaviour stuff:
-- Make villager look at player and stand still
local selfpos = self.object:get_pos()
local clickerpos = clicker:get_pos()
local dir = vector.direction(selfpos, clickerpos)
self.object:set_yaw(minetest.dir_to_yaw(dir))
stand_still(self)
end,
_player_scan_timer = 0,
_trading_players = {}, -- list of playernames currently trading with villager (open formspec)
do_custom = function(self, dtime)
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check_summon(self,dtime)
-- Stand still if player is nearby.
if not self._player_scan_timer then
self._player_scan_timer = 0
end
self._player_scan_timer = self._player_scan_timer + dtime
-- Check infrequently to keep CPU load low
if self._player_scan_timer > PLAYER_SCAN_INTERVAL then
self._player_scan_timer = 0
local selfpos = self.object:get_pos()
local objects = minetest.get_objects_inside_radius(selfpos, PLAYER_SCAN_RADIUS)
local has_player = false
for o, obj in pairs(objects) do
if obj:is_player() then
has_player = true
break
end
end
if has_player then
minetest.log("verbose", "[mobs_mc] Player near villager found!")
stand_still(self)
else
--minetest.log("verbose", "[mobs_mc] No player near villager found!")
self.walk_chance = DEFAULT_WALK_CHANCE
self.jump = true
end
do_activity (self)
end
end,
on_spawn = function(self)
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if not self._profession then
self._profession = "unemployed"
if math.random(100) == 1 then
self._profession = "nitwit"
end
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end
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if self._id then
set_textures(self)
return
end
self._id=minetest.sha1(minetest.get_gametime()..minetest.pos_to_string(self.object:get_pos())..tostring(math.random()))
set_textures(self)
end,
on_die = function(self, pos)
-- Close open trade formspecs and give input back to players
local trading_players = self._trading_players
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if trading_players then
for name, _ in pairs(trading_players) do
minetest.close_formspec(name, "mobs_mc:trade_"..name)
local player = minetest.get_player_by_name(name)
if player then
return_fields(player)
end
end
end
local bed = self._bed
if bed then
local bed_meta = minetest.get_meta(bed)
bed_meta:set_string("villager", nil)
mcl_log("Died, so bye bye bed")
end
local jobsite = self._jobsite
if jobsite then
local jobsite_meta = minetest.get_meta(jobsite)
jobsite_meta:set_string("villager", nil)
mcl_log("Died, so bye bye jobsite")
end
end,
})
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--[[
Villager spawning in mcl_villages
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mcl_mobs:spawn_specific(
"mobs_mc:villager",
"overworld",
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"ground",
{
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"ColdTaiga",
"SunflowerPlains",
"RoofedForest",
"MesaPlateauFM_grasstop",
"ExtremeHillsM",
"BirchForestM",
},
0,
minetest.LIGHT_MAX+1,
30,
20,
4,
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mobs_mc.water_level+1,
mcl_vars.mg_overworld_max)
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--]]
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-- spawn eggs
mcl_mobs:register_egg("mobs_mc:villager", S("Villager"), "#563d33", "#bc8b72", 0)