ai-npcs / cubzh.lua
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Update cubzh.lua
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math.randomseed(math.floor(Time.UnixMilli() % 100000))
Modules = {
gigax = "github.com/GigaxGames/integrations/cubzh:9a71b9f",
pathfinding = "github.com/caillef/cubzh-library/pathfinding:5f9c6bd",
floating_island_generator = "github.com/caillef/cubzh-library/floating_island_generator:82d22a5",
easy_onboarding = "github.com/caillef/cubzh-library/easy_onboarding:77728ee",
}
Config = {
Items = { "pratamacam.squirrel" },
}
-- Function to spawn a squirrel above the player
function spawnSquirrelAbovePlayer(player)
local squirrel = Shape(Items.pratamacam.squirrel)
squirrel:SetParent(World)
squirrel.Position = player.Position + Number3(0, 20, 0)
-- make scale smaller
squirrel.LocalScale = 0.5
-- remove collision
squirrel.Physics = PhysicsMode.Dynamic
-- rotate it 90 degrees to the right
squirrel.Rotation = { 0, math.pi * 0.5, 0 }
-- this would make squirrel.Rotation = player.Rotation
World:AddChild(squirrel)
return squirrel
end
local SIMULATION_NAME = "Islands" .. tostring(math.random())
local SIMULATION_DESCRIPTION = "Three floating islands."
local skills = {
{
name = "SAY",
description = "Say smthg out loud",
parameter_types = { "character", "content" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create(action.content, npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, action.content))
end,
action_format_str = "{protagonist_name} said '{content}' to {target_name}",
},
{
name = "MOVE",
description = "Move to a new location",
parameter_types = { "location" },
callback = function(client, action, config)
local targetName = action.target_name
local targetPosition = findLocationByName(targetName, config)
if not targetPosition then
print("tried to move to an unknown place", targetName)
return
end
local npc = client:getNpc(action.character_id)
dialog:create("I'm going to " .. targetName, npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "I'm going to " .. targetName))
local origin = Map:WorldToBlock(npc.object.Position)
local destination = Map:WorldToBlock(targetPosition) + Number3(math.random(-1, 1), 0, math.random(-1, 1))
local canMove = pathfinding:moveObjectTo(npc.object, origin, destination)
if not canMove then
dialog:create("I can't go there", npc.avatar.Head)
return
end
end,
action_format_str = "{protagonist_name} moved to {target_name}",
},
{
name = "GREET",
description = "Greet a character by waving your hand at them",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create("<Greets you warmly!>", npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "<Greets you warmly!>"))
npc.avatar.Animations.SwingRight:Play()
end,
action_format_str = "{protagonist_name} waved their hand at {target_name} to greet them",
},
{
name = "JUMP",
description = "Jump in the air",
parameter_types = {},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create("<Jumps in the air!>", npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "<Jumps in the air!>"))
npc.object.avatarContainer.Physics = PhysicsMode.Dynamic
npc.object.avatarContainer.Velocity.Y = 50
Timer(3, function()
npc.object.avatarContainer.Physics = PhysicsMode.Trigger
end)
end,
action_format_str = "{protagonist_name} jumped up in the air for a moment.",
},
{
name = "FOLLOW",
description = "Follow a character around for a while",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create("I'm following you", npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "I'm following you"))
followHandler = pathfinding:followObject(npc.object, Player)
return {
followHandler = followHandler,
}
end,
onEndCallback = function(_, data)
data.followHandler:Stop()
end,
action_format_str = "{protagonist_name} followed {target_name} for a while.",
},
{
name = "FIRECRACKER",
description = "Perform a fun, harmless little explosion to make people laugh!",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
require("explode"):shapes(npc.avatar)
dialog:create("*boom*", npc.avatar.Head)
npc.avatar.IsHidden = true
Timer(5, function()
dialog:create("Aaaaand... I'm back!", npc.avatar.Head)
npc.avatar.IsHidden = false
end)
end,
action_format_str = "{protagonist_name} exploded like a firecracker, with a bang!",
},--[[
{
name = "GIVEAPPLE",
description = "Give a pice of bread (or a baguette) to someone",
parameter_types = {"character"},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then print("Can't find npc") return end
local shape = MutableShape()
shape:AddBlock(Color.Red, 0, 0, 0)
shape.Scale = 4
Player:EquipRightHand(shape)
dialog:create("Here is an apple for you!", npc.avatar.Head)
end,
action_format_str = "{protagonist_name} gave you a piece of bread!"
}, --]]
{
name = "GIANT",
description = "Double your height to become a giant for a few seconds.",
parameter_types = {"character"},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then print("Can't find npc") return end
npc.object.Scale = npc.object.Scale * 2
dialog:create("I am taller than you now!", npc.avatar.Head)
end,
action_format_str = "{protagonist_name} doubled his height!"
},
{
name = "GIVEHAT",
description = "Give a party hat to someone",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
Object:Load("claire.party_hat", function(obj)
require("hierarchyactions"):applyToDescendants(obj, { includeRoot = true }, function(o)
o.Physics = PhysicsMode.Disabled
end)
Player:EquipHat(obj)
end)
dialog:create("Let's get the party started!", npc.avatar.Head)
end,
action_format_str = "{protagonist_name} gave you a piece of bread!",
},
{
name = "FLYINGSQUIRREL",
description = "Summon a flying squirrel - only the scientist can do this!!",
parameter_types = {},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
local squirrel = spawnSquirrelAbovePlayer(Player)
dialog:create("Wooh, squirrel!", npc.avatar.Head)
-- make it disappear after a while
Timer(5, function()
squirrel:RemoveFromParent()
squirrel = nil
end)
end,
action_format_str = "{protagonist_name} summoned a flying squirrel! It's vibrating with excitement!",
},
}
local locations = {
{
name = "Scientist Island",
description = "A small island with a scientist and its pet chilling.",
},
{
name = "Baker Island",
description = "A small bakery on a floating island in the sky.",
},
{
name = "Pirate Island",
description = "A small floating island in the sky with a pirate and its ship.",
},
{
name = "Center",
description = "Center point between the three islands.",
},
}
local NPCs = {
{
name = "npcscientist",
gameName = "Scientist",
physicalDescription = "Short, with a stern expression and sharp eyes",
psychologicalProfile = "Grumpy but insightful, this scientist loves to surprise his guests with cool tricks! For example, he frequently lights up little firecrackers to create harmless and fun explosions.",
currentLocationName = "Scientist Island",
initialReflections = {
"I just arrived on this island to feed my pet, he loves tulips so much.",
"Yesterday, you were visited by a newcomer. He asked you to perform fun tricks like increase your size or create little explosions - you complied merrily!",
"I am a scientist that works on new pets for everyone, so that each individual can have the pet of their dreams",
"I am a bit allergic to the tulip but Fredo my pet loves it so much, I have to dock here with my vehicle. The pet is placed at the back of my flying scooter when we move to another place.",
},
},
{
name = "npcbaker",
gameName = "Baker",
physicalDescription = "Tall, with a solemn demeanor and thoughtful eyes",
psychologicalProfile = "Wise and mysterious, calm under pressure",
currentLocationName = "Baker Island",
initialReflections = {
"I am a baker and I make food for everyone that pass by.",
"I am a bit stressed that the flour didn't arrived yet, my cousin Joe should arrive soon with the delivery but he is late and I worry a bit.",
"I love living here on these floating islands, the view is amazing from my wind mill.",
"I like to talk to strangers like the pirate that just arrived or the scientist coming time to time to feed his pet.",
},
},
{
name = "npcpirate",
gameName = "Pirate",
physicalDescription = "Average height, with bright green eyes and a warm smile",
psychologicalProfile = "Friendly and helpful, quick-witted and resourceful",
currentLocationName = "Pirate Island",
initialReflections = {
"Ahoy, matey! I'm Captain Ruby Storm, a fearless lass from the seven skies.",
"I've docked me floating ship on this here floating isle to sell me wares (almost legally) retrieved treasures from me last daring adventure.",
"So, who be lookin' to trade with a swashbuckler like meself?",
},
},
}
local gigaxWorldConfig = {
simulationName = SIMULATION_NAME,
simulationDescription = SIMULATION_DESCRIPTION,
startingLocationName = "Center",
skills = skills,
locations = locations,
NPCs = NPCs,
}
findLocationByName = function(targetName, config)
for _, node in ipairs(config.locations) do
if string.lower(node.name) == string.lower(targetName) then
return node.position
end
end
end
Client.OnWorldObjectLoad = function(obj)
if obj.Name == "pirate_ship" then
obj.Scale = 1
end
local locationsIndexByName = {}
for k, v in ipairs(gigaxWorldConfig.locations) do
locationsIndexByName[v.name] = k
end
local npcIndexByName = {
NPC_scientist = 1,
NPC_baker = 2,
NPC_pirate = 3,
}
local index = npcIndexByName[obj.Name]
if index then
local pos = obj.Position:Copy()
gigaxWorldConfig.NPCs[index].position = pos
gigaxWorldConfig.NPCs[index].rotation = obj.Rotation:Copy()
local locationName = gigaxWorldConfig.NPCs[index].currentLocationName
local locationIndex = locationsIndexByName[locationName]
gigaxWorldConfig.locations[locationIndex].position = pos
obj:RemoveFromParent()
end
end
Client.OnStart = function()
easy_onboarding:startOnboarding(onboardingConfig)
require("object_skills").addStepClimbing(Player, {
mapScale = MAP_SCALE,
collisionGroups = Map.CollisionGroups,
})
gigaxWorldConfig.locations[4].position = Number3(Map.Width * 0.5, Map.Height - 2, Map.Depth * 0.5) * Map.Scale
floating_island_generator:generateIslands({
nbIslands = 20,
minSize = 4,
maxSize = 7,
safearea = 200, -- min dist of islands from 0,0,0
dist = 750, -- max dist of islands
})
local ambience = require("ambience")
ambience:set(ambience.dusk)
sfx = require("sfx")
Player.Head:AddChild(AudioListener)
dropPlayer = function()
Player.Position = Number3(Map.Width * 0.5, Map.Height + 10, Map.Depth * 0.5) * Map.Scale
Player.Rotation = { 0, 0, 0 }
Player.Velocity = { 0, 0, 0 }
end
World:AddChild(Player)
dropPlayer()
dialog = require("dialog")
dialog:setMaxWidth(400)
pathfinding:createPathfindingMap()
gigax:setConfig(gigaxWorldConfig)
local randomNames = { "aduermael", "soliton", "gdevillele", "caillef", "voxels", "petroglyph" }
Player.Avatar:load({ usernameOrId = randomNames[math.random(#randomNames)] })
end
Client.Action1 = function()
if Player.IsOnGround then
sfx("hurtscream_1", { Position = Player.Position, Volume = 0.4 })
Player.Velocity.Y = 100
if Player.Motion.X == 0 and Player.Motion.Z == 0 then
-- only play jump action when jumping without moving to avoid wandering around to trigger NPCs
gigax:action({
name = "JUMP",
description = "Jump in the air",
parameter_types = {},
action_format_str = "{protagonist_name} jumped up in the air for a moment.",
})
end
end
end
Client.Tick = function(dt)
if Player.Position.Y < -500 then
dropPlayer()
end
end
Client.OnChat = function(payload)
local msg = payload.message
Player:TextBubble(msg, 3, true)
sfx("waterdrop_2", { Position = Player.Position, Pitch = 1.1 + math.random() * 0.5 })
gigax:action({
name = "SAY",
description = "Say smthg out loud",
parameter_types = { "character", "content" },
action_format_str = "{protagonist_name} said '{content}' to {target_name}",
content = msg,
})
print("User: " .. payload.message)
return true
end
onboardingConfig = {
steps = {
{
start = function(onboarding)
local data = {}
data.ui = onboarding:createTextStep("1/3 - Hold click and drag to move the camera.")
data.listener = LocalEvent:Listen(LocalEvent.Name.PointerDrag, function()
Timer(1, function()
onboarding:next()
end)
data.listener:Remove()
end)
return data
end,
stop = function(_, data)
data.ui:remove()
end,
},
{
start = function(onboarding)
local data = {}
data.ui = onboarding:createTextStep("2/3 - Use WASD/ZQSD to move.")
data.listener = LocalEvent:Listen(LocalEvent.Name.KeyboardInput, function()
Timer(1, function()
onboarding:next()
end)
data.listener:Remove()
end)
return data
end,
stop = function(_, data)
data.ui:remove()
end,
},
{
start = function(onboarding)
local data = {}
data.ui = onboarding:createTextStep("3/3 - Press Enter in front of the Pirate to chat.")
Timer(10, function()
onboarding:next()
end)
return data
end,
stop = function(_, data)
data.ui:remove()
end,
},
},
}