File size: 25,445 Bytes
034803e 9ef792f 034803e 9b2276e 034803e 9ef792f 034803e 6df67ec 034803e 6df67ec 034803e 962500b 034803e 962500b 034803e 9b2276e 962500b 034803e e7a8b8a 9b2276e 6df67ec 034803e df5dece 034803e |
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 |
Modules = {
--gigax = "github.com/GigaxGames/integrations/cubzh:5025b99",
pathfinding = "github.com/caillef/cubzh-library/pathfinding:f8c4315",
floating_island_generator = "github.com/caillef/cubzh-library/floating_island_generator:82d22a5",
}
Config = {
Items = { "pratamacam.squirrel" },
}
local easy_onboarding = {}
local currentStep = 0
local steps = {}
local stopCallbackData
easy_onboarding.startOnboarding = function(self, config)
currentStep = 1
steps = config.steps
stopCallbackData = steps[1].start(currentStep, self)
end
easy_onboarding.next = function(self)
steps[currentStep].stop(self, stopCallbackData)
currentStep = currentStep + 1
stopCallbackData = steps[currentStep].start(self, currentStep)
end
local onboarding_config = {
steps = {
{
start = function(onboarding, step)
local ui = require("uikit")
local data = {}
data.ui = ui:createText("Hold click and drag to move camera")
data.ui.pos = { Screen.Width * 0.5 - data.ui.Width * 0.5, Screen.Height * 0.5 - data.ui.Height * 0.5 }
return data
end,
stop = function(onboarding, data)
data:remove()
end,
},
{
start = function(onboarding, step)
local ui = require("uikit")
local data = {}
data.ui = ui:createText("Use WASD/ZQSD to move")
data.ui.pos = { Screen.Width * 0.5 - data.ui.Width * 0.5, Screen.Height * 0.5 - data.ui.Height * 0.5 }
return data
end,
stop = function(onboarding, data)
data:remove()
end,
},
},
}
Config = {
Items = { "pratamacam.squirrel" },
}
local gigax = {}
local CUBZH_API_TOKEN =
"H4gjL-e9kvLF??2pz6oh=kJL497cBnsyCrQFdVkFadUkLnIaEamroYHb91GywMXrbGeDdmTiHxi8EqmJduCKPrDnfqWsjGuF0JJCUTrasGcBfGx=tlJCjq5q8jhVHWL?krIE74GT9AJ7qqX8nZQgsDa!Unk8GWaqWcVYT-19C!tCo11DcLvrnJPEOPlSbH7dDcXmAMfMEf1ZwZ1v1C9?2/BjPDeiAVTRlLFilwRFmKz7k4H-kCQnDH-RrBk!ZHl7"
local API_URL = "https://gig.ax"
local TRIGGER_AREA_SIZE = Number3(60, 30, 60)
local headers = {
["Content-Type"] = "application/json",
["Authorization"] = CUBZH_API_TOKEN,
}
-- HELPERS
local _helpers = {}
_helpers.lookAt = function(obj, target)
if not target then
require("ease"):linear(obj, 0.1).Forward = obj.initialForward
obj.Tick = nil
return
end
obj.Tick = function(self, _)
_helpers.lookAtHorizontal(self, target)
end
end
_helpers.lookAtHorizontal = function(o1, o2)
local n3_1 = Number3.Zero
local n3_2 = Number3.Zero
n3_1:Set(o1.Position.X, 0, o1.Position.Z)
n3_2:Set(o2.Position.X, 0, o2.Position.Z)
require("ease"):linear(o1, 0.1).Forward = n3_2 - n3_1
end
-- Function to calculate distance between two positions
_helpers.calculateDistance = function(_, pos1, pos2)
local dx = pos1.X - pos2.X
local dy = pos1.Y - pos2.Y
local dz = pos1.Z - pos2.Z
return math.sqrt(dx * dx + dy * dy + dz * dz)
end
_helpers.findClosestLocation = function(_, position, locationData)
if not locationData then
return
end
local closestLocation = nil
local smallestDistance = math.huge -- Large initial value
for _, location in pairs(locationData) do
local distance = _helpers:calculateDistance(
position,
Map:WorldToBlock(Number3(location.position.x, location.position.y, location.position.z))
)
if distance < smallestDistance then
smallestDistance = distance
closestLocation = location
end
end
-- Closest location found, now send its ID to update the character's location
return closestLocation
end
if IsClient then
local simulation = {}
local npcDataClientById = {}
local waitingLinkNPCs = {}
local skillCallbacks = {}
local gigaxHttpClient = {}
gigaxHttpClient.registerMainCharacter = function(_, engineId, locationId, callback)
local body = JSON:Encode({
name = Player.Username,
physical_description = "A human playing the game",
current_location_id = locationId,
position = { x = 0, y = 0, z = 0 },
})
local apiUrl = API_URL .. "/api/character/company/main?engine_id=" .. engineId
HTTP:Post(apiUrl, headers, body, function(response)
if response.StatusCode ~= 200 then
print("Error creating or fetching main character: " .. response.StatusCode)
return
end
callback(response.Body)
end)
end
gigaxHttpClient.stepMainCharacter = function(_, engineId, characterId, skill, content, npcName, npcId, callback)
if not engineId then
return
end
local stepUrl = API_URL .. "/api/character/" .. characterId .. "/step-no-ws?engine_id=" .. engineId
local body = JSON:Encode({
character_id = characterId,
skill = skill,
target_name = npcName,
target = npcId,
content = content,
})
HTTP:Post(stepUrl, headers, body, function(response)
if response.StatusCode ~= 200 then
print("Error stepping character: " .. response.StatusCode)
return
end
callback(response.Body)
end)
end
gigaxHttpClient.updateCharacterPosition = function(_, engineId, characterId, locationId, position, callback)
local body = JSON:Encode({
current_location_id = locationId,
position = { x = position.X, y = position.Y, z = position.Z },
})
local apiUrl = API_URL .. "/api/character/" .. characterId .. "?engine_id=" .. engineId
HTTP:Post(apiUrl, headers, body, function(response)
if response.StatusCode ~= 200 then
print("Error updating character location: " .. response.StatusCode)
return
end
if callback then
callback(response.Body)
end
end)
end
local onEndData
local prevAction
local function npcResponse(actionData)
local currentAction = string.lower(actionData.skill.name)
if onEndData and skillCallbacks[prevAction].onEndCallback then
skillCallbacks[prevAction].onEndCallback(gigax, onEndData, currentAction)
end
local callback = skillCallbacks[currentAction].callback
prevAction = string.lower(actionData.skill.name)
if not callback then
return
end
onEndData = callback(gigax, actionData, simulation.config)
end
local function registerEngine(config)
local apiUrl = API_URL .. "/api/engine/company/"
simulation.locations = {}
simulation.NPCs = {}
simulation.config = config
simulation.player = Player
-- Prepare the data structure expected by the backend
local engineData = {
name = Player.UserID .. ":" .. config.simulationName,
description = config.simulationDescription,
NPCs = {},
locations = {},
radius,
}
for _, npc in pairs(config.NPCs) do
simulation.NPCs[npc.name] = {
name = npc.name,
physical_description = npc.physicalDescription,
psychological_profile = npc.psychologicalProfile,
initial_reflections = npc.initialReflections,
current_location_name = npc.currentLocationName,
skills = config.skills,
}
table.insert(engineData.NPCs, simulation.NPCs[npc.name])
end
for _, loc in ipairs(config.locations) do
simulation.locations[loc.name] = {
name = loc.name,
position = { x = loc.position.X, y = loc.position.Y, z = loc.position.Z },
description = loc.description,
}
table.insert(engineData.locations, simulation.locations[loc.name])
end
local body = JSON:Encode(engineData)
HTTP:Post(apiUrl, headers, body, function(res)
if res.StatusCode ~= 201 then
print("Error updating engine: " .. res.StatusCode)
return
end
-- Decode the response body to extract engine and location IDs
local responseData = JSON:Decode(res.Body)
-- Save the engine_id for future use
simulation.engineId = responseData.engine.id
-- Saving all the _ids inside locationData table:
for _, loc in ipairs(responseData.locations) do
simulation.locations[loc.name]._id = loc._id
end
-- same for characters:
for _, npc in pairs(responseData.NPCs) do
simulation.NPCs[npc.name]._id = npc._id
simulation.NPCs[npc.name].position = Number3(npc.position.x, npc.position.y, npc.position.z)
end
gigaxHttpClient:registerMainCharacter(
simulation.engineId,
simulation.locations[config.startingLocationName]._id,
function(body)
simulation.character = JSON:Decode(body)
for name, npc in pairs(waitingLinkNPCs) do
npc._id = simulation.NPCs[name]._id
npc.name = name
npcDataClientById[npc._id] = npc
end
Timer(1, true, function()
local position = Map:WorldToBlock(Player.Position)
gigax:updateCharacterPosition(simulation, simulation.character._id, position)
end)
end
)
end)
end
findTargetNpc = function(player)
if not simulation or type(simulation.NPCs) ~= "table" then
return
end
local closerDist = 1000
local closerNpc
for _, npc in pairs(simulation.NPCs) do
local dist = (npc.position - player.Position).Length
if closerDist > dist then
closerDist = dist
closerNpc = npc
end
end
if closerDist > 50 then
return
end -- max distance is 50
return closerNpc
end
gigax.action = function(_, data)
local npc = findTargetNpc(Player)
if not npc then
return
end
local content = data.content
data.content = nil
gigaxHttpClient:stepMainCharacter(
simulation.engineId,
simulation.character._id,
data,
content,
npc.name,
npc._id,
function(body)
local actions = JSON:Decode(body)
for _, action in ipairs(actions) do
npcResponse(action)
end
end
)
end
gigax.getNpc = function(_, id)
return npcDataClientById[id]
end
local skillOnAction = function(actionType, callback, onEndCallback)
skillCallbacks[actionType] = {
callback = callback,
onEndCallback = onEndCallback,
}
end
local prevSyncPosition
gigax.updateCharacterPosition = function(_, simulation, characterId, position)
if not simulation then
return
end
if position == prevSyncPosition then
return
end
prevSyncPosition = position
local closest = _helpers:findClosestLocation(position, simulation.locations)
if not closest then
print("can't update character position: no closest location found, id:", characterId, position)
return
end
if not characterId then
return
end
gigaxHttpClient:updateCharacterPosition(simulation.engineId, characterId, closest._id, position)
end
local function createNPC(name, currentPosition, rotation)
-- Create the NPC's Object and Avatar
local NPC = {}
NPC.object = Object()
World:AddChild(NPC.object)
NPC.object.Position = currentPosition or Number3(0, 0, 0)
NPC.object.Scale = 0.5
NPC.object.Physics = PhysicsMode.Trigger
NPC.object.CollisionBox = Box({
-TRIGGER_AREA_SIZE.Width * 0.5,
math.min(-TRIGGER_AREA_SIZE.Height, NPC.object.CollisionBox.Min.Y),
-TRIGGER_AREA_SIZE.Depth * 0.5,
}, {
TRIGGER_AREA_SIZE.Width * 0.5,
math.max(TRIGGER_AREA_SIZE.Height, NPC.object.CollisionBox.Max.Y),
TRIGGER_AREA_SIZE.Depth * 0.5,
})
local text = Text()
text.Text = string.upper(string.sub(name, 4, 4)) .. string.sub(name, 5, #name)
text:SetParent(NPC.object)
text.Type = TextType.Screen
text.IsUnlit = true
text.LocalPosition.Y = 36
text.FontSize = 40
NPC.object.OnCollisionBegin = function(self, other)
if other ~= Player then
return
end
_helpers.lookAt(self.avatarContainer, other)
end
NPC.object.OnCollisionEnd = function(self, other)
if other ~= Player then
return
end
_helpers.lookAt(self.avatarContainer, nil)
end
local container = Object()
container.Rotation:Set(rotation or Number3.Zero)
container.initialForward = container.Forward:Copy()
container:SetParent(NPC.object)
container.Physics = PhysicsMode.Trigger
NPC.object.avatarContainer = container
NPC.avatar = require("avatar"):get(name)
NPC.avatar:SetParent(NPC.object.avatarContainer)
NPC.name = name
NPC.object.onIdle = function()
local animations = NPC.avatar.Animations
NPC.object.avatarContainer.LocalRotation = { 0, 0, 0 }
if not animations or animations.Idle.IsPlaying then
return
end
if animations.Walk.IsPlaying then
animations.Walk:Stop()
end
animations.Idle:Play()
end
NPC.object.onMove = function()
local animations = NPC.avatar.Animations
NPC.object.avatarContainer.LocalRotation = { 0, 0, 0 }
if not animations or animations.Walk.IsPlaying then
return
end
if animations.Idle.IsPlaying then
animations.Idle:Stop()
end
animations.Walk:Play()
end
waitingLinkNPCs[name] = NPC
-- review this to update location and position
Timer(1, true, function()
if not simulation then
return
end
local position = Map:WorldToBlock(NPC.object.Position)
local prevPosition = NPC.object.prevSyncPosition
if prevPosition == position then
return
end
gigax:updateCharacterPosition(simulation, NPC._id, position)
NPC.object.prevSyncPosition = position
end)
return NPC
end
gigax.setConfig = function(_, config)
for _, elem in ipairs(config.skills) do
skillOnAction(string.lower(elem.name), elem.callback, elem.onEndCallback)
elem.callback = nil
elem.onEndCallback = nil
end
for _, elem in ipairs(config.NPCs) do
createNPC(elem.name, elem.position, elem.rotation)
end
registerEngine(config)
end
end
-- 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 occupiedPositions = {}
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)
print(string.format("%s: %s", npc.name, 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)
print(string.format("%s: %s", npc.name, "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)
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)
print(string.format("%s: %s", npc.name, "<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)
print(string.format("%s: %s", npc.name, "<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)
print(string.format("%s: %s", npc.name, "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 = "EXPLODE",
description = "Explodes in a fireball - Hell yeah!",
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)
--print(string.format("%s: %s", npc.name, "EXPLODING"))
npc.avatar.IsHidden = true
Timer(5, function()
dialog:create("Aaaaand... I'm back!", npc.avatar)
npc.avatar.IsHidden = false
end)
end,
action_format_str = "{protagonist_name} exploded!",
},--[[
{
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)
end,
action_format_str = "{protagonist_name} gave you a piece of bread!"
},
{
name = "SCALEUP",
description = "Double your height",
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)
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"):apply(obj, { includeRoot = true }, function(o)
o.Physics = PhysicsMode.Disabled
end)
Player:EquipHat(obj)
end)
dialog:create("Let's get the party started!", npc.avatar)
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)
-- 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",
physicalDescription = "Short, with a stern expression and sharp eyes",
psychologicalProfile = "Grumpy but insightful, suspicious yet intelligent",
currentLocationName = "Scientist Island",
initialReflections = {
"I just arrived on this island to feed my pet, he loves tulips so much.",
"I was just eating before I stood up to start the radio, I don't know which song I should start",
"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",
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",
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
if obj.Name == "NPC_scientist" then
local pos = obj.Position:Copy()
gigaxWorldConfig.locations[1].position = pos
gigaxWorldConfig.NPCs[1].position = pos
gigaxWorldConfig.NPCs[1].rotation = obj.Rotation:Copy()
obj:RemoveFromParent()
elseif obj.Name == "NPC_baker" then
local pos = obj.Position:Copy()
gigaxWorldConfig.locations[2].position = pos
gigaxWorldConfig.NPCs[2].position = pos
gigaxWorldConfig.NPCs[2].rotation = obj.Rotation:Copy()
obj:RemoveFromParent()
elseif obj.Name == "NPC_pirate" then
local pos = obj.Position:Copy()
gigaxWorldConfig.locations[3].position = pos
gigaxWorldConfig.NPCs[3].position = pos
gigaxWorldConfig.NPCs[3].rotation = obj.Rotation:Copy()
obj:RemoveFromParent()
end
end
Client.OnStart = function()
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)
Player.Avatar:load({ usernameOrId = "aduermael" })
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(payload.message)
return true
end
|