math.randomseed(math.floor(Time.UnixMilli() % 100000)) 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", } math.randomseed(Time.Unix()) 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 = 22 text.Font = Font.Noto 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("", npc.avatar) print(string.format("%s: %s", npc.name, "")) 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("", npc.avatar) print(string.format("%s: %s", npc.name, "")) 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) print(math.random(20)) 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(payload.message) return true end