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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