add simple jobsite logic
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@ -64,12 +64,18 @@ end
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local professions = {
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unemployed = {
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name = N("Unemployed"),
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texture = "mobs_mc_villager.png",
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textures = {
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"mobs_mc_villager.png",
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"mobs_mc_villager.png",
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},
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trades = nil,
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},
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farmer = {
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name = N("Farmer"),
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texture = "mobs_mc_villager_farmer.png",
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textures = {
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png",
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},
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jobsite = "mcl_composters:composter",
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trades = {
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{
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@ -103,7 +109,10 @@ local professions = {
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},
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fisherman = {
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name = N("Fisherman"),
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texture = "mobs_mc_villager_farmer.png",
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textures = {
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png",
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},
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jobsite = "mcl_barrels:barrel_closed",
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trades = {
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{
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@ -138,7 +147,10 @@ local professions = {
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},
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fletcher = {
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name = N("Fletcher"),
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texture = "mobs_mc_villager_farmer.png",
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texture = {
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png",
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},
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jobsite = "mcl_fletching_table:fletching_table",
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trades = {
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{
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@ -177,7 +189,10 @@ local professions = {
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},
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shepherd ={
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name = N("Shepherd"),
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texture = "mobs_mc_villager_farmer.png",
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texture = {
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png",
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},
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jobsite = "mcl_loom:loom",
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trades = {
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{
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@ -207,7 +222,10 @@ local professions = {
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},
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librarian = {
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name = N("Librarian"),
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texture = "mobs_mc_villager_librarian.png",
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textures = {
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"mobs_mc_villager_librarian.png",
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"mobs_mc_villager_librarian.png",
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},
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jobsite = "mcl_villages:stonebrickcarved", --FIXME: lectern
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trades = {
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{
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@ -242,7 +260,10 @@ local professions = {
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},
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cartographer = {
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name = N("Cartographer"),
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texture = "mobs_mc_villager_librarian.png",
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textures = {
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"mobs_mc_villager_librarian.png",
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"mobs_mc_villager_librarian.png",
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},
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jobsite = "mcl_cartography_table:cartography_table",
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trades = {
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{
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@ -285,7 +306,10 @@ local professions = {
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},
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armorer = {
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name = N("Armorer"),
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texture = "mobs_mc_villager_smith.png",
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textures = {
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"mobs_mc_villager_smith.png",
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"mobs_mc_villager_smith.png",
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},
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jobsite = "mcl_blast_furnace:blast_furnace",
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trades = {
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{
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@ -322,7 +346,10 @@ local professions = {
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},
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leatherworker = {
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name = N("Leatherworker"),
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texture = "mobs_mc_villager_butcher.png",
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textures = {
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"mobs_mc_villager_butcher.png",
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"mobs_mc_villager_butcher.png",
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},
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jobsite = "mcl_cauldrons:cauldron",
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trades = {
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{
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@ -351,7 +378,10 @@ local professions = {
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},
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butcher = {
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name = N("Butcher"),
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texture = "mobs_mc_villager_butcher.png",
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textures = {
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"mobs_mc_villager_butcher.png",
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"mobs_mc_villager_butcher.png",
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},
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jobsite = "mcl_smoker:smoker",
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trades = {
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{
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@ -381,7 +411,10 @@ local professions = {
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},
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weapon_smith = {
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name = N("Weapon Smith"),
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texture = "mobs_mc_villager_smith.png",
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textures = {
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"mobs_mc_villager_smith.png",
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"mobs_mc_villager_smith.png",
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},
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jobsite = "mcl_villages:stonebrickcarved", --FIXME: grindstone
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trades = {
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{
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@ -409,7 +442,10 @@ local professions = {
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},
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tool_smith = {
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name = N("Tool Smith"),
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texture = "mobs_mc_villager_smith.png",
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textures = {
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"mobs_mc_villager_smith.png",
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"mobs_mc_villager_smith.png",
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},
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jobsite = "mcl_villages:stonebrickcarved", --FIXME: smithing table
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trades = {
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{
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@ -443,8 +479,11 @@ local professions = {
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},
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cleric = {
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name = N("Cleric"),
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texture = "mobs_mc_villager_priest.png",
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jobsite = "mcl_brewing:stand",
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textures = {
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"mobs_mc_villager_priest.png",
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"mobs_mc_villager_priest.png",
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},
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jobsite = "mcl_brewing:stand_000",
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trades = {
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{
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{ { "mcl_mobitems:rotten_flesh", 32, 32 }, E1 },
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@ -472,7 +511,10 @@ local professions = {
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},
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nitwit = {
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name = N("Nitwit"),
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texture = "mobs_mc_villager.png",
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textures = {
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"mobs_mc_villager.png",
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"mobs_mc_villager.png",
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},
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-- No trades for nitwit
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trades = nil,
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}
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@ -483,11 +525,31 @@ for id, _ in pairs(professions) do
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table.insert(profession_names, id)
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end
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local jobsites={}
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for _,n in pairs(profession_names) do
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table.insert(jobsites,professions[n].jobsite)
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end
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local stand_still = function(self)
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self.walk_chance = 0
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self.jump = false
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end
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local init_trader_vars = function(self)
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self.object:set_properties({textures=professions[self._profession].textures})
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if not self._max_trade_tier then
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self._max_trade_tier = 1
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end
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if not self._locked_trades then
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self._locked_trades = 0
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end
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if not self._trading_players then
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self._trading_players = {}
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end
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end
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----- JOBSITE LOGIC
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local function set_velocity(self, v)
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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self.object:set_velocity({
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@ -499,14 +561,15 @@ end
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local function go_to_pos(entity,b)
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local s=entity.object:get_pos()
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if vector.distance(b,s) < 5 then
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set_velocity(entity,0)
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return true
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end
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local v = { x = b.x - s.x, z = b.z - s.z }
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local yaw = (math.atan(v.z / v.x) + math.pi / 2) - entity.rotate
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if b.x > s.x then yaw = yaw + math.pi end
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entity.object:set_yaw(yaw)
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set_velocity(entity,entity.follow_velocity)
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if vector.distance(b,s) < 5 then
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return true
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end
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end
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local function go_home(entity)
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@ -524,6 +587,49 @@ local function go_home(entity)
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end
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end
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local function get_profession_by_jobsite(js)
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for k,v in pairs(professions) do
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if v.jobsite == js then return k end
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end
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end
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local function employ(self,jobsite_pos)
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local n = minetest.get_node(jobsite_pos)
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local m = minetest.get_meta(jobsite_pos)
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local p = get_profession_by_jobsite(n.name)
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if p and m:get_string("villager") == "" then
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self._profession=p
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m:set_string("villager",self._id)
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self._jobsite = jobsite_pos
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init_trader_vars(self)
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return true
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end
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end
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local function unemploy(self)
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self._profession="unemployed"
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self._jobsite = nil
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self.object:set_properties({textures=professions[self._profession].textures})
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end
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local function get_a_job(self)
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local p = self.object:get_pos()
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local nn = minetest.find_nodes_in_area(vector.offset(p,-8,-8,-8),vector.offset(p,8,8,8),jobsites)
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for _,n in pairs(nn) do
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if n and employ(self,n) then return end
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end
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end
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local function check_jobsite(self)
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local n = minetest.get_node(self._jobsite)
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local m = minetest.get_meta(self._jobsite)
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if n.name ~= professions[self._profession].jobsite or m:get_string("villager") ~= self._id then
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unemploy(self)
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return false
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end
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return true
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end
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local update_max_tradenum = function(self)
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if not self._trades then
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return
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@ -539,30 +645,6 @@ local update_max_tradenum = function(self)
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self._max_tradenum = #trades
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end
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local init_trader_vars = function(self)
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if not self._profession then
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-- Select random profession from all professions with matching clothing
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local texture = self.base_texture[1]
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local matches = {}
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for prof_id, prof in pairs(professions) do
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if texture == prof.texture then
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table.insert(matches, prof_id)
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end
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end
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local p = math.random(1, #matches)
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self._profession = matches[p]
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end
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if not self._max_trade_tier then
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self._max_trade_tier = 1
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end
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if not self._locked_trades then
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self._locked_trades = 0
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end
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if not self._trading_players then
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self._trading_players = {}
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end
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end
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local init_trades = function(self, inv)
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local profession = professions[self._profession]
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local trade_tiers = profession.trades
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@ -1113,31 +1195,9 @@ mobs:register_mob("mobs_mc:villager", {
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visual = "mesh",
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mesh = "mobs_mc_villager.b3d",
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textures = {
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{
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"mobs_mc_villager.png",
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"mobs_mc_villager.png", --hat
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},
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{
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png", --hat
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},
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{
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"mobs_mc_villager_priest.png",
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"mobs_mc_villager_priest.png", --hat
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},
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{
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"mobs_mc_villager_librarian.png",
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"mobs_mc_villager_librarian.png", --hat
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},
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{
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"mobs_mc_villager_butcher.png",
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"mobs_mc_villager_butcher.png", --hat
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},
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{
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"mobs_mc_villager_smith.png",
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"mobs_mc_villager_smith.png", --hat
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},
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},
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visual_size = {x=2.75, y=2.75},
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makes_footstep_sound = true,
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walk_velocity = 1.2,
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@ -1169,19 +1229,22 @@ mobs:register_mob("mobs_mc:villager", {
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fear_height = 4,
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jump = true,
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walk_chance = DEFAULT_WALK_CHANCE,
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bed = nil,
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_id = nil,
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_profession = "unemployed",
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on_rightclick = function(self, clicker)
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if clicker:get_wielded_item():get_name() == "mcl_farming:bread" then
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if mobs:feed_tame(self, clicker, 1, true, true) then return end
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if mobs:protect(self, clicker) then return end
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end
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if self.child then
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if self.child or self._profession == "unemployed" then
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return
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end
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-- Initiate trading
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--init_trader_vars(self)
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local name = clicker:get_player_name()
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self._trading_players[name] = true
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init_trader_vars(self)
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if self._trades == nil then
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init_trades(self)
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end
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@ -1219,10 +1282,6 @@ mobs:register_mob("mobs_mc:villager", {
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self._player_scan_timer = 0
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end
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if self.bed and ( self.state == "go_home" or vector.distance(self.object:get_pos(),self.bed) > 50 ) then
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go_home(self)
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end
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self._player_scan_timer = self._player_scan_timer + dtime
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-- Check infrequently to keep CPU load low
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if self._player_scan_timer > PLAYER_SCAN_INTERVAL then
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@ -1244,15 +1303,25 @@ mobs:register_mob("mobs_mc:villager", {
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self.walk_chance = DEFAULT_WALK_CHANCE
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self.jump = true
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end
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if self.bed and ( self.state == "go_home" or vector.distance(self.object:get_pos(),self.bed) > 50 ) then
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go_home(self)
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end
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if self._profession == "unemployed" then
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get_a_job(self)
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else
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check_jobsite(self)
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end
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end
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end,
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on_spawn = function(self)
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init_trader_vars(self)
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self._id=minetest.sha1(minetest.get_gametime()..minetest.pos_to_string(self.object:get_pos())..tostring(math.random()))
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self._profession = "unemployed"
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end,
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on_die = function(self, pos)
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-- Close open trade formspecs and give input back to players
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local trading_players = self._trading_players
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if trading_players then
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for name, _ in pairs(trading_players) do
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minetest.close_formspec(name, "mobs_mc:trade_"..name)
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local player = minetest.get_player_by_name(name)
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@ -1260,6 +1329,7 @@ mobs:register_mob("mobs_mc:villager", {
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return_fields(player)
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end
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end
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end
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end,
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})
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