ai-npcs / cubzh.lua
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Update cubzh.lua
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math.randomseed(math.floor(Time.UnixMilli() % 100000))
Modules = {
gigax = "github.com/GigaxGames/integrations/cubzh:9a71b9f",
pathfinding = "github.com/caillef/cubzh-library/pathfinding:5f9c6bd",
floating_island_generator = "github.com/caillef/cubzh-library/floating_island_generator:82d22a5",
easy_onboarding = "github.com/caillef/cubzh-library/easy_onboarding:77728ee",
}
Config = {
Items = { "pratamacam.squirrel" },
}
-- Function to spawn a squirrel above the player
function spawnSquirrelAbovePlayer(player)
local squirrel = Shape(Items.pratamacam.squirrel)
squirrel:SetParent(World)
squirrel.Position = player.Position + Number3(0, 20, 0)
-- make scale smaller
squirrel.LocalScale = 0.5
-- remove collision
squirrel.Physics = PhysicsMode.Dynamic
-- rotate it 90 degrees to the right
squirrel.Rotation = { 0, math.pi * 0.5, 0 }
-- this would make squirrel.Rotation = player.Rotation
World:AddChild(squirrel)
return squirrel
end
local SIMULATION_NAME = "Code Island Adventure" .. tostring(math.random())
local SIMULATION_DESCRIPTION = "An interactive coding adventure on floating islands."
local skills = {
{
name = "SAY",
description = "Say smthg out loud",
parameter_types = { "character", "content" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create(action.content, npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, action.content))
end,
action_format_str = "{protagonist_name} said '{content}' to {target_name}",
},
{
name = "MOVE",
description = "Move to a new location",
parameter_types = { "location" },
callback = function(client, action, config)
local targetName = action.target_name
local targetPosition = findLocationByName(targetName, config)
if not targetPosition then
print("tried to move to an unknown place", targetName)
return
end
local npc = client:getNpc(action.character_id)
dialog:create("I'm going to " .. targetName, npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "I'm going to " .. targetName))
local origin = Map:WorldToBlock(npc.object.Position)
local destination = Map:WorldToBlock(targetPosition) + Number3(math.random(-1, 1), 0, math.random(-1, 1))
local canMove = pathfinding:moveObjectTo(npc.object, origin, destination)
if not canMove then
dialog:create("I can't go there", npc.avatar.Head)
return
end
end,
action_format_str = "{protagonist_name} moved to {target_name}",
},
{
name = "GREET",
description = "Greet a character by waving your hand at them",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create("<Greets you warmly!>", npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "<Greets you warmly!>"))
npc.avatar.Animations.SwingRight:Play()
end,
action_format_str = "{protagonist_name} waved their hand at {target_name} to greet them",
},
{
name = "JUMP",
description = "Jump in the air",
parameter_types = {},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create("<Jumps in the air!>", npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "<Jumps in the air!>"))
-- Add head rotation
local rotationDuration = 2 -- seconds
local rotationSpeed = 2 * math.pi / rotationDuration -- radians per second
local elapsedTime = 0
local originalRotation = npc.avatar.Head.LocalRotation:Copy()
local rotationTimer = Timer.New("headRotation")
rotationTimer.OnFinish = function()
elapsedTime = elapsedTime + 1/60 -- Assuming 60 FPS
local newRotation = originalRotation + Number3(0, math.sin(elapsedTime * rotationSpeed) * 0.5, 0)
npc.avatar.Head.LocalRotation = newRotation
if elapsedTime < rotationDuration then
rotationTimer:Start(1/60) -- Restart the timer for the next frame
else
npc.avatar.Head.LocalRotation = originalRotation -- Reset to original rotation
end
end
rotationTimer:Start(1/60) -- Start the rotation timer
npc.object.avatarContainer.Physics = PhysicsMode.Dynamic
npc.object.avatarContainer.Velocity.Y = 50
Timer(3, function()
npc.object.avatarContainer.Physics = PhysicsMode.Trigger
end)
end,
action_format_str = "{protagonist_name} jumped up in the air for a moment.",
},
{
name = "FOLLOW",
description = "Follow a character around for a while",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create("I'm following you", npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "I'm following you"))
followHandler = pathfinding:followObject(npc.object, Player)
return {
followHandler = followHandler,
}
end,
onEndCallback = function(_, data)
data.followHandler:Stop()
end,
action_format_str = "{protagonist_name} followed {target_name} for a while.",
},
{
name = "FIRECRACKER",
description = "Perform a fun, harmless little explosion to make people laugh!",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
require("explode"):shapes(npc.avatar)
dialog:create("*boom*", npc.avatar.Head)
npc.avatar.IsHidden = true
Timer(5, function()
dialog:create("Aaaaand... I'm back!", npc.avatar.Head)
npc.avatar.IsHidden = false
end)
end,
action_format_str = "{protagonist_name} exploded like a firecracker, with a bang!",
},--[[
{
name = "GIVEAPPLE",
description = "Give a pice of bread (or a baguette) to someone",
parameter_types = {"character"},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then print("Can't find npc") return end
local shape = MutableShape()
shape:AddBlock(Color.Red, 0, 0, 0)
shape.Scale = 4
Player:EquipRightHand(shape)
dialog:create("Here is an apple for you!", npc.avatar.Head)
end,
action_format_str = "{protagonist_name} gave you a piece of bread!"
}, --]]
{
name = "GIANT",
description = "Double your height to become a giant for a few seconds.",
parameter_types = {"character"},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then print("Can't find npc") return end
npc.object.Scale = npc.object.Scale * 2
dialog:create("I am taller than you now!", npc.avatar.Head)
end,
action_format_str = "{protagonist_name} doubled his height!"
},
{
name = "GIVEHAT",
description = "Give a party hat to someone",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
Object:Load("claire.party_hat", function(obj)
require("hierarchyactions"):applyToDescendants(obj, { includeRoot = true }, function(o)
o.Physics = PhysicsMode.Disabled
end)
Player:EquipHat(obj)
end)
dialog:create("Let's get the party started!", npc.avatar.Head)
end,
action_format_str = "{protagonist_name} gave you a piece of bread!",
},
{
name = "FLYINGSQUIRREL",
description = "Summon a flying squirrel - only the scientist can do this!!",
parameter_types = {},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
local squirrel = spawnSquirrelAbovePlayer(Player)
dialog:create("Wooh, squirrel!", npc.avatar.Head)
-- make it disappear after a while
Timer(5, function()
squirrel:RemoveFromParent()
squirrel = nil
end)
end,
action_format_str = "{protagonist_name} summoned a flying squirrel! It's vibrating with excitement!",
},
{
name = "TEACH_LOOP",
description = "Teach the concept of looping in programming",
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("Let's learn about loops! They help us repeat actions easily.", npc.avatar.Head)
Timer(3, function()
dialog:create("Imagine you want to print 'Hello' 5 times. Instead of writing it 5 times, we use a loop!", npc.avatar.Head)
end)
Timer(6, function()
dialog:create("It looks like this: for i = 1, 5 do print('Hello') end", npc.avatar.Head)
end)
end,
action_format_str = "{protagonist_name} taught about loops in programming."
},
{
name = "DEMONSTRATE_LOOP",
description = "Demonstrate a loop visually",
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("Watch this loop in action!", npc.avatar.Head)
for i = 1, 5 do
Timer(i, function()
local cube = Shape(Items.pratamacam.squirrel) -- Using squirrel as a placeholder for a cube
cube.LocalScale = 0.3
cube.Position = npc.object.Position + Number3(i*2, 5, 0)
World:AddChild(cube)
dialog:create("Created cube " .. i .. "!", npc.avatar.Head)
end)
end
end,
action_format_str = "{protagonist_name} demonstrated a loop by creating cubes."
},
{
name = "EXPLAIN_LOOP_PARTS",
description = "Explain the different parts of a loop",
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("Let's break down the parts of a loop:", npc.avatar.Head)
Timer(3, function()
dialog:create("1. 'for' keyword: Starts the loop", npc.avatar.Head)
end)
Timer(6, function()
dialog:create("2. 'i = 1': Initialize the loop variable", npc.avatar.Head)
end)
Timer(9, function()
dialog:create("3. '5': The end condition", npc.avatar.Head)
end)
Timer(12, function()
dialog:create("4. 'do': Begins the loop body", npc.avatar.Head)
end)
Timer(15, function()
dialog:create("5. 'end': Ends the loop", npc.avatar.Head)
end)
end,
action_format_str = "{protagonist_name} explained the parts of a loop."
}
}
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 = "npcteacher",
gameName = "Professor Loop",
physicalDescription = "Energetic, with wild hair and a colorful lab coat",
psychologicalProfile = "Enthusiastic and creative, loves to explain concepts through interactive demonstrations",
currentLocationName = "Scientist Island",
initialReflections = {
"Welcome to Loop Island! I'm Professor Loop, and I'm here to teach you about loops in programming.",
"Loops are a fundamental concept in coding. They help us repeat actions without writing the same code over and over.",
"Are you ready to learn about loops through some fun visual demonstrations?",
},
},
{
name = "npcpirate",
gameName = "Captain Iterate",
physicalDescription = "Charismatic, with a glowing digital eyepatch and a keyboard for a peg leg",
psychologicalProfile = "Adventurous and outgoing, loves to challenge students with coding puzzles",
currentLocationName = "Pirate Island",
initialReflections = {
"Ahoy, code sailor! Welcome to Loop Lagoon, where we'll embark on a looping adventure!",
"Ye see, loops be the secret to efficient coding. They be like a treasure map that tells ye to dig in the same spot multiple times!",
"Ready to set sail and loop around some coding challenges?",
},
},
{
name = "npcexplorer",
gameName = "Dr. Algo",
physicalDescription = "Curious and observant, with a magnifying glass and a notebook full of algorithms",
psychologicalProfile = "Analytical and imaginative, enjoys breaking down complex concepts into simple steps",
currentLocationName = "Baker Island",
initialReflections = {
"Greetings, fellow code explorer! Welcome to the Algorithm Archipelago!",
"Here, we'll discover how loops fit into larger algorithms. It's like piecing together a grand puzzle!",
"Each island represents a step in our algorithm. Shall we embark on this looping journey together?",
},
}
}
local gigaxWorldConfig = {
simulationName = SIMULATION_NAME,
simulationDescription = SIMULATION_DESCRIPTION,
startingLocationName = "Center",
skills = skills,
locations = locations,
NPCs = NPCs,
}
findLocationByName = function(targetName, config)
for _, node in ipairs(config.locations) do
if string.lower(node.name) == string.lower(targetName) then
return node.position
end
end
end
Client.OnWorldObjectLoad = function(obj)
if obj.Name == "pirate_ship" then
obj.Scale = 1
end
local locationsIndexByName = {}
for k, v in ipairs(gigaxWorldConfig.locations) do
locationsIndexByName[v.name] = k
end
local npcIndexByName = {
NPC_scientist = 1,
NPC_baker = 2,
NPC_pirate = 3,
}
local index = npcIndexByName[obj.Name]
if index then
local pos = obj.Position:Copy()
gigaxWorldConfig.NPCs[index].position = pos
gigaxWorldConfig.NPCs[index].rotation = obj.Rotation:Copy()
local locationName = gigaxWorldConfig.NPCs[index].currentLocationName
local locationIndex = locationsIndexByName[locationName]
gigaxWorldConfig.locations[locationIndex].position = pos
obj:RemoveFromParent()
end
end
Client.OnStart = function()
easy_onboarding:startOnboarding(onboardingConfig)
require("object_skills").addStepClimbing(Player, {
mapScale = MAP_SCALE,
collisionGroups = Map.CollisionGroups,
})
gigaxWorldConfig.locations[4].position = Number3(Map.Width * 0.5, Map.Height - 2, Map.Depth * 0.5) * Map.Scale
floating_island_generator:generateIslands({
nbIslands = 20,
minSize = 4,
maxSize = 7,
safearea = 200, -- min dist of islands from 0,0,0
dist = 750, -- max dist of islands
})
local ambience = require("ambience")
ambience:set(ambience.dusk)
sfx = require("sfx")
Player.Head:AddChild(AudioListener)
dropPlayer = function()
Player.Position = Number3(Map.Width * 0.5, Map.Height + 10, Map.Depth * 0.5) * Map.Scale
Player.Rotation = { 0, 0, 0 }
Player.Velocity = { 0, 0, 0 }
end
World:AddChild(Player)
dropPlayer()
dialog = require("dialog")
dialog:setMaxWidth(400)
pathfinding:createPathfindingMap()
gigax:setConfig(gigaxWorldConfig)
local randomNames = { "aduermael", "soliton", "gdevillele", "caillef", "voxels", "petroglyph" }
Player.Avatar:load({ usernameOrId = randomNames[math.random(#randomNames)] })
end
Client.Action1 = function()
if Player.IsOnGround then
sfx("hurtscream_1", { Position = Player.Position, Volume = 0.4 })
Player.Velocity.Y = 100
if Player.Motion.X == 0 and Player.Motion.Z == 0 then
-- only play jump action when jumping without moving to avoid wandering around to trigger NPCs
gigax:action({
name = "JUMP",
description = "Jump in the air",
parameter_types = {},
action_format_str = "{protagonist_name} jumped up in the air for a moment.",
})
end
end
end
Client.Tick = function(dt)
if Player.Position.Y < -500 then
dropPlayer()
end
end
Client.OnChat = function(payload)
local msg = payload.message
Player:TextBubble(msg, 3, true)
sfx("waterdrop_2", { Position = Player.Position, Pitch = 1.1 + math.random() * 0.5 })
gigax:action({
name = "SAY",
description = "Say smthg out loud",
parameter_types = { "character", "content" },
action_format_str = "{protagonist_name} said '{content}' to {target_name}",
content = msg,
})
print("User: " .. payload.message)
return true
end
onboardingConfig = {
steps = {
{
start = function(onboarding)
local data = {}
data.ui = onboarding:createTextStep("1/3 - Hold click and drag to move the camera.")
data.listener = LocalEvent:Listen(LocalEvent.Name.PointerDrag, function()
Timer(1, function()
onboarding:next()
end)
data.listener:Remove()
end)
return data
end,
stop = function(_, data)
data.ui:remove()
end,
},
{
start = function(onboarding)
local data = {}
data.ui = onboarding:createTextStep("2/3 - Use WASD/ZQSD to move.")
data.listener = LocalEvent:Listen(LocalEvent.Name.KeyboardInput, function()
Timer(1, function()
onboarding:next()
end)
data.listener:Remove()
end)
return data
end,
stop = function(_, data)
data.ui:remove()
end,
},
{
start = function(onboarding)
local data = {}
data.ui = onboarding:createTextStep("3/3 - Press Enter in front of the Pirate to chat.")
Timer(10, function()
onboarding:next()
end)
return data
end,
stop = function(_, data)
data.ui:remove()
end,
},
},
}