Paste #5469: dSentry v4 - Use at your own risk

Date: 2014/06/19 23:06:53 UTC-07:00
Type: Denizen Script

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# +---------------
#
# d S e n t r y
#
# Sentry rescripted in Denizen!
#
# TODO:
# Mob support (don't arm_swing mobs that don't have arms!)
# Make it only burn arrows if the bow has arrow_fire
# Burn fisticuffs enemies if held item has normal (sword) fire ench
# Make arrow knockback based on held bow ARROW_KNOCKBACK level
# Handle health amounts / healing (including invincible)
# Mounted dSentries?
# Handle respawning (use Health trait respawn stuff?) (location, time...)
# handle drops-on-death
# add retaliate option (on by default?)
# target: scoreboard groups
# target: 'monster' (auto all-bad-mobs)
# target: 'peaceful' (auto all-good-mobs)
# Maybe an ignore list maaayybbeee
# target: event: PvP - player, PvMonster - badmob, PvNPC - hurtable NPCs, PvMob - goodmob, PvE - any mob
# Guard mode (follow player + defend)

# Handles all world events for dSentry
dsentry_world_handler:
    type: world
    debug: false
    events:
        on server start:
        - if <server.has_file[dsentry_saves.yml]> {
          - yaml load:dsentry_saves.yml id:dsentry_saves
          }
          else {
          - yaml create id:dsentry_saves
          }
        - run dsentry_task_logic delay:10t
        on npc damages entity:
        - if !<context.damager.as_npc.flag[dsentry.is_dsentry]> queue clear
        - determine <context.damager.as_npc.flag[dsentry.damage]>
        on dsentry command:
        - determine passively fulfilled
        - if !<context.server> && !<player.has_permission[dsentry.command]||false> {
          - narrate "<&6>You do not have permission to use the dSentry command."
          - queue clear
          }
        - if <context.server> {
          - define mynpc <server.selected_npc>
          }
          else {
          - define mynpc <player.selected_npc>
          }
        - if %mynpc% == null && <context.args.get[1].length||0> != 0 {
          - narrate "<&6>You do not have an NPC selected!"
          - queue clear
          }
        - if !<def[mynpc].flag[dsentry.is_dsentry]> && <context.args.get[1].length||0> != 0 && !<context.args.get[1].is[==].to[create]||false> {
          - narrate "<&6>Your selected NPC is not a dSentry!"
          - queue clear
          }
        - if <context.args.get[1].is[==].to[create]||false> {
          - inject dsentry_command_create
          }
          else if <context.args.get[1].is[==].to[save]||false> {
          - inject dsentry_command_save
          }
          else if <context.args.get[1].is[==].to[range]||false> {
          - inject dsentry_command_range
          }
          else if <context.args.get[1].is[==].to[speed]||false> {
          - inject dsentry_command_speed
          }
          else if <context.args.get[1].is[==].to[attackrate]||false> {
          - inject dsentry_command_attackrate
          }
          else if <context.args.get[1].is[==].to[damage]||false> {
          - inject dsentry_command_damage
          }
          else if <context.args.get[1].is[==].to[add]||false> {
          - inject dsentry_command_add
          }
          else if <context.args.get[1].is[==].to[remove]||false> {
          - inject dsentry_command_remove
          }
          else if <context.args.get[1].is[==].to[info]||false> {
          - inject dsentry_command_info
          }
          else {
          - narrate "<&6>/dSentry create [save-type]"
          - narrate "<&6>/dSentry save <&lt>save-type<&gt>"
          - narrate "<&6>/dSentry range <&lt>range<&gt>"
          - narrate "<&6>/dSentry speed <&lt>speed<&gt>"
          - narrate "<&6>/dSentry damage <&lt>damage<&gt>"
          - narrate "<&6>/dSentry attackrate <&lt>attackrate<&gt>"
          - narrate "<&6>/dSentry add <&lt>target<&gt>"
          - narrate "<&6>/dSentry remove <&lt>target<&gt>"
          - narrate "<&6>/dSentry info"
          }

dsentry_command_info:
    type: task
    debug: false
    script:
    - narrate "<&6>Your selected NPC <&2>is<&6> a dSentry with stats<&co>"
    - narrate "<&6>Range<&co> <&b><def[mynpc].flag[dsentry.range]>"
    - narrate "<&6>Damage<&co> <&b><def[mynpc].flag[dsentry.damage]>"
    - narrate "<&6>Walk speed<&co> <&b><def[mynpc].flag[dsentry.walkspeed]>"
    - narrate "<&6>Attack rate<&co> <&b><def[mynpc].flag[dsentry.attackrate]>"
    - if <def[mynpc].flag[dsentry.flagtargets].size||0> == 0 {
      - narrate "<&6>Targets<&co> <&b><def[mynpc].flag[dsentry.targets].formatted>"
      }
      else {
      - narrate "<&6>Targets<&co> <&b><def[mynpc].flag[dsentry.targets].formatted><&6>, or players flagged <&b><def[mynpc].flag[dsentry.flagtargets].formatted>"
      }

dsentry_command_add:
    type: task
    debug: false
    script:
    - if <context.args.get[2].is[==].to[null]||true> {
      - narrate "<&6>/dSentry add <&lt>target<&gt>"
      - narrate "<&6>Target = an entity type, EG creeper or pig"
      - narrate "<&6>You can also do flagged:FlagName"
      - queue clear
      }
    - if <context.args.get[2].starts_with[flagged<&co>]> {
      - flag %mynpc% dsentry.targets:<-:player
      - flag %mynpc% dsentry.targets:->:player
      - if <def[mynpc].flag[dsentry.flagtargets].contains[<context.args.get[2].replace[flagged<&co>]>]> {
        - narrate "<&6>That flag target is already set."
        - queue clear
        }
      - flag %mynpc% dsentry.flagtargets:->:<context.args.get[2].replace[flagged<&co>]>
      - narrate "<&6>Flag target added."
      - queue clear
      }
    - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
      - narrate "<&6>That target doesn't look like a proper entity type."
      - queue clear
      }
    - if <def[mynpc].flag[dsentry.targets].contains[<context.args.get[2]>]> {
      - narrate "<&6>That target is already set."
      - queue clear
      }
    - flag %mynpc% dsentry.targets:->:<context.args.get[2]>
    - narrate "<&6>Added target."

dsentry_command_remove:
    type: task
    debug: false
    script:
    - if <context.args.get[2].is[==].to[null]||true> {
      - narrate "<&6>/dSentry remove <&lt>target<&gt>"
      - narrate "<&6>Target = an entity type, EG creeper or pig"
      - queue clear
      }
    - if <context.args.get[2].starts_with[flagged<&co>]> {
      - flag %mynpc% dsentry.targets:<-:player
      - if !<def[mynpc].flag[dsentry.flagtargets].contains[<context.args.get[2].replace[flagged<&co>]>]> {
        - narrate "<&6>That flag target isn't set."
        - queue clear
        }
      - flag %mynpc% dsentry.flagtargets:<-:<context.args.get[2].replace[flagged<&co>]>
      - if <def[mynpc].flag[dsentry.flagtargets].size> > 0 {
        - flag %mynpc% dsentry.targets:->:player
        }
      - narrate "<&6>Flag target removed."
      - queue clear
      }
    - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
      - narrate "<&6>That target doesn't look like a proper entity type."
      - queue clear
      }
    - if !<def[mynpc].flag[dsentry.targets].contains[<context.args.get[2]>]> {
      - narrate "<&6>That target isn't set."
      - queue clear
      }
    - flag %mynpc% dsentry.targets:<-:<context.args.get[2]>
    - narrate "<&6>Removed target."

dsentry_command_range:
    type: task
    debug: false
    script:
    - if <context.args.get[2].is[==].to[null]||true> {
      - narrate "<&6>/dSentry range <&lt>range<&gt>"
      - narrate "<&6>Range = a number representing how far away (in blocks) the dSentry can attack targets at"
      - queue clear
      }
    - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
      - narrate "<&6>That range value doesn't look like a proper number."
      - queue clear
      }
    - if !<context.args.get[2].is[matches].to[integer]> {
      - narrate "<&6>That range value doesn't look like a proper number."
      - queue clear
      }
    - flag %mynpc% dsentry.range:<context.args.get[2]>
    - narrate "<&6>Range set."

dsentry_command_damage:
    type: task
    debug: false
    script:
    - if <context.args.get[2].is[==].to[null]||true> {
      - narrate "<&6>/dSentry damage <&lt>damage<&gt>"
      - narrate "<&6>Damage = a number representing how many hearts of damage the NPC deals when it attacks"
      - queue clear
      }
    - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
      - narrate "<&6>That damage value doesn't look like a proper number."
      - queue clear
      }
    - if !<context.args.get[2].is[matches].to[integer]> {
      - narrate "<&6>That damage value doesn't look like a proper number."
      - queue clear
      }
    - flag %mynpc% dsentry.damage:<context.args.get[2]>
    - narrate "<&6>Damage set."

dsentry_command_speed:
    type: task
    debug: false
    script:
    - if <context.args.get[2].is[==].to[null]||true> {
      - narrate "<&6>/dSentry speed <&lt>speed<&gt>"
      - narrate "<&6>Speed = a number representing how fast the NPC should walk while attacking"
      - queue clear
      }
    - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
      - narrate "<&6>That speed value doesn't look like a proper number."
      - queue clear
      }
    - if !<context.args.get[2].is[matches].to[integer]> {
      - narrate "<&6>That speed value doesn't look like a proper number."
      - queue clear
      }
    - flag %mynpc% dsentry.walkspeed:<context.args.get[2]>
    - narrate "<&6>Speed set."

dsentry_command_attackrate:
    type: task
    debug: false
    script:
    - if <context.args.get[2].is[==].to[null]||true> {
      - narrate "<&6>/dSentry attackrate <&lt>attackrate<&gt>"
      - narrate "<&6>AttackRate = a number representing how many ticks should pass between an NPC's attacks"
      - narrate "<&6>The minimum is 10. All higher values must be multiples of 10."
      - queue clear
      }
    - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
      - narrate "<&6>That attackrate value doesn't look like a proper number."
      - queue clear
      }
    - if !<context.args.get[2].is[matches].to[integer]> {
      - narrate "<&6>That attackrate value doesn't look like a proper number."
      - queue clear
      }
    - flag %mynpc% dsentry.attackrate:<context.args.get[2]>
    - flag %mynpc% dsentry.attackping:0
    - narrate "<&6>AttackRate set."

dsentry_command_save:
    type: task
    debug: false
    script:
    - if <context.args.get[2].is[==].to[null]||true> {
      - narrate "<&6>/dSentry save <&lt>save-type<&gt>"
      - narrate "<&6>Save-type = a name that can be used to recreate the dSentry with later"
      - queue clear
      }
    - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
      - narrate "<&6>That save name looks potentially problematic."
      - queue clear
      }
    - yaml write:dsentry.<context.args.get[2]>.valid value:true id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.range value:<def[mynpc].flag[dsentry.range]> id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.attackrate value:<def[mynpc].flag[dsentry.attackrate]> id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.walkspeed value:<def[mynpc].flag[dsentry.walkspeed]> id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.damage value:<def[mynpc].flag[dsentry.damage]> id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.targets value:<def[mynpc].flag[dsentry.targets].as_list> id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.flagtargets value:<def[mynpc].flag[dsentry.flagtargets].as_list> id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.hand value:<def[mynpc].item_in_hand> id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.helmet value:<def[mynpc].equipment.helmet> id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.chestplate value:<def[mynpc].equipment.chestplate> id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.leggings value:<def[mynpc].equipment.leggings> id:dsentry_saves
    - yaml write:dsentry.<context.args.get[2]>.boots value:<def[mynpc].equipment.boots> id:dsentry_saves
    - yaml savefile:dsentry_saves.yml id:dsentry_saves
    - narrate "<&6>dSentry type saved!"

dsentry_command_create:
    type: task
    debug: false
    script:
    - if <context.args.get[2].is[==].to[null]||true> {
      - flag %mynpc% dsentry.range:15
      - flag %mynpc% dsentry.walkspeed:1
      - flag %mynpc% dsentry.attackrate:20
      - flag %mynpc% dsentry.attackping:0
      - flag %mynpc% dsentry.damage:2
      - flag %mynpc% dsentry.targets:!
      - flag %mynpc% dsentry.targets:|:zombie|creeper|spider|skeleton
      - flag %mynpc% dsentry.flagtargets:!
      - flag %mynpc% dsentry.is_dsentry
      - narrate "<&6>NPC turned into a default dSentry."
      - queue clear
      }
    - if !<context.args.get[2].is[==].to[<context.args.get[2].escaped>]> {
      - narrate "<&6>That save name looks potentially problematic."
      - queue clear
      }
    - define base dsentry.<context.args.get[2]>.
    - if !<yaml[dsentry_saves].read[%base%valid]||null> != true {
      - narrate "<&6>There are no saves by that name."
      - queue clear
      }
    - equip %mynpc% hand:<yaml[dsentry_saves].read[%base%hand]> head:<yaml[dsentry_saves].read[%base%helmet]> chest:<yaml[dsentry_saves].read[%base%chestplate]> legs:<yaml[dsentry_saves].read[%base%leggings]> boots:<yaml[dsentry_saves].read[%base%boots]>
    - flag %mynpc% dsentry.range:<yaml[dsentry_saves].read[%base%range]>
    - flag %mynpc% dsentry.walkspeed:<yaml[dsentry_saves].read[%base%walkspeed]>
    - flag %mynpc% dsentry.attackrate:<yaml[dsentry_saves].read[%base%attackrate]>
    - flag %mynpc% dsentry.attackping:0
    - flag %mynpc% dsentry.damage:<yaml[dsentry_saves].read[%base%damage]>
    - flag %mynpc% dsentry.targets:!
    - flag %mynpc% dsentry.targets:|:<yaml[dsentry_saves].read[%base%targets]>
    - flag %mynpc% dsentry.flagtargets:!
    - flag %mynpc% dsentry.flagtargets:|:<yaml[dsentry_saves].read[%base%flagtargets]>
    - flag %mynpc% dsentry.is_dsentry
    - narrate "<&6>NPC turned into a custom dSentry."

# Runs repeatedly as the dSentry logic loop
dsentry_task_logic:
    type: task
    debug: false
    script:
    - foreach <server.get_npcs_flagged[dsentry.is_dsentry]> {
      - if <def[value].is_spawned> {
        - run dsentry_task_attack as:%value% instantly
        - if <def[value].flag[dsentry.has_target]||null> == null {
          - resume waypoints npc:%value%
          }
        }
      }
    - run dsentry_task_logic delay:10t

# Makes a sentry NPC attack the target
dsentry_task_attack:
    type: task
    debug: false
    script:
    - ^flag npc dsentry.has_target:!
    - ^flag npc dsentry.attackping:<npc.flag[dsentry.attackping].add[10].asint>
    - ^if <npc.flag[dsentry.attackping]> >= <npc.flag[dsentry.attackrate]> {
      - flag npc dsentry.attackping:0
      }
      else {
      - queue clear
      }
    - ^if <npc.flag[dsentry.targets].as_list||null> == null {
      - ^announce to_console "<&6>NPC <npc.id> is marked as a dSentry but does not have a targets list!"
      - ^queue clear
      }
    - ^if <npc.flag[dsentry.targets].size> == 0 {
      - ^announce to_console "<&6>NPC <npc.id> is marked as a dSentry but does not have a targets list!"
      - ^queue clear
      }
    - ^define entities <npc.location.find.entities[<npc.flag[dsentry.targets].as_list>].within[<npc.flag[dsentry.range]>].exclude[<npc>]>
    - ^define entity null
    - ^foreach %entities% {
      - if %value% matches npc {
        - define entities <def[entities].exclude[%value%]>
        }
      }
    - ^foreach %entities% {
      - if %value% matches player {
        - define playrar %value%
        - define TEMP_PLAYER_PASS <npc.flag[dsentry.flagtargets].size.is[==].to[0]>
        - foreach <npc.flag[dsentry.flagtargets].as_list> {
          - if <def[playrar].flag[%value%]||null> != null {
            - define TEMP_PLAYER_PASS true
            }
          }
        - if <def[playrar].gamemode> == CREATIVE {
          - define TEMP_PLAYER_PASS false
          }
        - if !%TEMP_PLAYER_PASS% {
          - define entities <def[entities].exclude[%playrar%]>
          }
        }
      }
    - ^foreach %entities% {
      - if <npc.can_see[%value%]> {
        - define entity %value%
        - foreach stop
        }
      }
    - ^if %entity% == null queue clear
    - ^flag <npc> dsentry.has_target:%entity%
    - ^pause waypoints
    - ^define loc <def[entity].location.add[0,0.33,0]>
    - ^look %loc%
    - ^if <npc.item_in_hand.material> == m@bow {
      - shoot arrow[critical=true;knockback=1;fire_time=1m] origin:<npc> destination:%loc% speed:50 lead:<def[entity].velocity> script:dsentry_task_removearrow
      }
      else {
      - if <npc.location.distance[%loc%]> > 3 {
        - walk %loc% speed:<npc.flag[dsentry.walkspeed]>
        }
        else {
        - animate <npc> animation:arm_swing
        - hurt %entity% <npc.flag[dsentry.damage]>
        }
      }

dsentry_task_removearrow:
    type: task
    debug: false
    script:
    - if %hit_entities% == li@ remove %shot_entities%