Update cubzh.lua
Browse files
cubzh.lua
CHANGED
@@ -32,28 +32,222 @@ local SIMULATION_DESCRIPTION = "An interactive coding adventure on floating isla
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local skills = {
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-
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name = "TEACH_LOOP",
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description = "Teach the concept of looping in programming",
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parameter_types = {},
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then print("Can't find npc") return end
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dialog:create("Let's learn about loops! They help us repeat actions easily.", npc.avatar.Head)
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Timer(3, function()
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dialog:create("Imagine you
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end)
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Timer(6, function()
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dialog:create("It looks like this: for i = 1, 5 do
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end)
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end,
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action_format_str = "{protagonist_name} taught about loops in programming."
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},
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{
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name = "
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description = "Demonstrate a loop visually",
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parameter_types = {},
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then print("Can't find npc") return end
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@@ -61,42 +255,15 @@ local skills = {
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dialog:create("Watch this loop in action!", npc.avatar.Head)
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for i = 1, 5 do
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Timer(i, function()
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local
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-
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-
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World:AddChild(
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dialog:create("
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end)
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end
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end,
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action_format_str = "{protagonist_name} demonstrated a loop by
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},
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{
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name = "EXPLAIN_LOOP_PARTS",
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description = "Explain the different parts of a loop",
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parameter_types = {},
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then print("Can't find npc") return end
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-
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dialog:create("Let's break down the parts of a loop:", npc.avatar.Head)
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Timer(3, function()
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dialog:create("1. 'for' keyword: Starts the loop", npc.avatar.Head)
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end)
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Timer(6, function()
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dialog:create("2. 'i = 1': Initialize the loop variable", npc.avatar.Head)
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end)
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Timer(9, function()
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dialog:create("3. '5': The end condition", npc.avatar.Head)
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end)
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Timer(12, function()
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dialog:create("4. 'do': Begins the loop body", npc.avatar.Head)
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end)
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Timer(15, function()
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dialog:create("5. 'end': Ends the loop", npc.avatar.Head)
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end)
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end,
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action_format_str = "{protagonist_name} explained the parts of a loop."
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}
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}
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@@ -123,20 +290,44 @@ local NPCs = {
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{
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name = "npcteacher",
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gameName = "Professor Loop",
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-
physicalDescription = "
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psychologicalProfile = "
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currentLocationName = "
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initialReflections = {
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"Welcome to
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"Loops are a
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"Are you ready to
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},
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}
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}
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local gigaxWorldConfig = {
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-
simulationName =
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simulationDescription =
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startingLocationName = "Center",
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skills = skills,
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locations = locations,
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@@ -311,4 +502,4 @@ onboardingConfig = {
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end,
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},
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},
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-
}
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local skills = {
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{
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name = "SAY",
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description = "Say smthg out loud",
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parameter_types = { "character", "content" },
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then
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print("Can't find npc")
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return
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end
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dialog:create(action.content, npc.avatar.Head)
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print(string.format("%s: %s", npc.gameName, action.content))
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end,
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action_format_str = "{protagonist_name} said '{content}' to {target_name}",
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},
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{
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name = "MOVE",
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description = "Move to a new location",
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parameter_types = { "location" },
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callback = function(client, action, config)
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local targetName = action.target_name
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local targetPosition = findLocationByName(targetName, config)
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if not targetPosition then
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print("tried to move to an unknown place", targetName)
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return
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end
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local npc = client:getNpc(action.character_id)
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dialog:create("I'm going to " .. targetName, npc.avatar.Head)
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print(string.format("%s: %s", npc.gameName, "I'm going to " .. targetName))
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local origin = Map:WorldToBlock(npc.object.Position)
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local destination = Map:WorldToBlock(targetPosition) + Number3(math.random(-1, 1), 0, math.random(-1, 1))
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local canMove = pathfinding:moveObjectTo(npc.object, origin, destination)
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if not canMove then
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dialog:create("I can't go there", npc.avatar.Head)
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return
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end
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end,
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action_format_str = "{protagonist_name} moved to {target_name}",
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},
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{
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name = "GREET",
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description = "Greet a character by waving your hand at them",
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parameter_types = { "character" },
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then
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print("Can't find npc")
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return
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end
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dialog:create("<Greets you warmly!>", npc.avatar.Head)
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print(string.format("%s: %s", npc.gameName, "<Greets you warmly!>"))
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npc.avatar.Animations.SwingRight:Play()
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end,
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action_format_str = "{protagonist_name} waved their hand at {target_name} to greet them",
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},
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{
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name = "JUMP",
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description = "Jump in the air",
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parameter_types = {},
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then
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print("Can't find npc")
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return
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end
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dialog:create("<Jumps in the air!>", npc.avatar.Head)
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print(string.format("%s: %s", npc.gameName, "<Jumps in the air!>"))
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npc.object.avatarContainer.Physics = PhysicsMode.Dynamic
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npc.object.avatarContainer.Velocity.Y = 50
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Timer(3, function()
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npc.object.avatarContainer.Physics = PhysicsMode.Trigger
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end)
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end,
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action_format_str = "{protagonist_name} jumped up in the air for a moment.",
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},
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{
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name = "FOLLOW",
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description = "Follow a character around for a while",
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parameter_types = { "character" },
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then
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print("Can't find npc")
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return
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end
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dialog:create("I'm following you", npc.avatar.Head)
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print(string.format("%s: %s", npc.gameName, "I'm following you"))
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followHandler = pathfinding:followObject(npc.object, Player)
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return {
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followHandler = followHandler,
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}
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end,
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onEndCallback = function(_, data)
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data.followHandler:Stop()
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end,
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action_format_str = "{protagonist_name} followed {target_name} for a while.",
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},
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{
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name = "FIRECRACKER",
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description = "Perform a fun, harmless little explosion to make people laugh!",
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parameter_types = { "character" },
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then
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print("Can't find npc")
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return
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end
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require("explode"):shapes(npc.avatar)
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dialog:create("*boom*", npc.avatar.Head)
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npc.avatar.IsHidden = true
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Timer(5, function()
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dialog:create("Aaaaand... I'm back!", npc.avatar.Head)
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npc.avatar.IsHidden = false
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end)
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end,
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action_format_str = "{protagonist_name} exploded like a firecracker, with a bang!",
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},--[[
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{
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name = "GIVEAPPLE",
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description = "Give a pice of bread (or a baguette) to someone",
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parameter_types = {"character"},
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then print("Can't find npc") return end
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local shape = MutableShape()
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shape:AddBlock(Color.Red, 0, 0, 0)
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shape.Scale = 4
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Player:EquipRightHand(shape)
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dialog:create("Here is an apple for you!", npc.avatar.Head)
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end,
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action_format_str = "{protagonist_name} gave you a piece of bread!"
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}, --]]
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{
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name = "GIANT",
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description = "Double your height to become a giant for a few seconds.",
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parameter_types = {"character"},
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then print("Can't find npc") return end
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npc.object.Scale = npc.object.Scale * 2
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dialog:create("I am taller than you now!", npc.avatar.Head)
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end,
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action_format_str = "{protagonist_name} doubled his height!"
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},
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{
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name = "GIVEHAT",
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description = "Give a party hat to someone",
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parameter_types = { "character" },
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then
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print("Can't find npc")
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return
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end
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+
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Object:Load("claire.party_hat", function(obj)
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require("hierarchyactions"):applyToDescendants(obj, { includeRoot = true }, function(o)
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o.Physics = PhysicsMode.Disabled
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end)
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Player:EquipHat(obj)
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end)
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dialog:create("Let's get the party started!", npc.avatar.Head)
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end,
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action_format_str = "{protagonist_name} gave you a piece of bread!",
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},
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{
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name = "FLYINGSQUIRREL",
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description = "Summon a flying squirrel - only the scientist can do this!!",
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parameter_types = {},
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then
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print("Can't find npc")
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return
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end
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+
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local squirrel = spawnSquirrelAbovePlayer(Player)
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dialog:create("Wooh, squirrel!", npc.avatar.Head)
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-- make it disappear after a while
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Timer(5, function()
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squirrel:RemoveFromParent()
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squirrel = nil
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end)
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end,
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action_format_str = "{protagonist_name} summoned a flying squirrel! It's vibrating with excitement!",
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},
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{
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name = "TEACH_LOOP",
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description = "Teach the concept of looping in programming",
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parameter_types = {"character"},
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then print("Can't find npc") return end
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dialog:create("Let's learn about loops! They help us repeat actions easily.", npc.avatar.Head)
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Timer(3, function()
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dialog:create("Imagine you're collecting treasures. Instead of writing 'collect treasure' 5 times, we can use a loop!", npc.avatar.Head)
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end)
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Timer(6, function()
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dialog:create("It looks like this: for i = 1, 5 do collect_treasure() end", npc.avatar.Head)
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end)
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end,
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action_format_str = "{protagonist_name} taught {target_name} about loops in programming."
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},
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{
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name = "LOOP_DEMO",
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description = "Demonstrate a loop visually",
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parameter_types = {"character"},
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callback = function(client, action)
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local npc = client:getNpc(action.character_id)
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if not npc then print("Can't find npc") return end
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dialog:create("Watch this loop in action!", npc.avatar.Head)
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for i = 1, 5 do
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Timer(i, function()
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local treasure = Shape(Items.pratamacam.squirrel) -- Using squirrel as "treasure" for demo
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treasure.LocalScale = 0.3
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treasure.Position = npc.object.Position + Number3(i*2, 5, 0)
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261 |
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World:AddChild(treasure)
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dialog:create("Collected treasure " .. i .. "!", npc.avatar.Head)
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end)
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end
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end,
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action_format_str = "{protagonist_name} demonstrated a loop by collecting treasures."
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}
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}
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{
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name = "npcteacher",
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gameName = "Professor Loop",
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+
physicalDescription = "Energetic, with wild hair and a colorful lab coat",
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294 |
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psychologicalProfile = "Enthusiastic and creative, loves to explain concepts through interactive demonstrations",
|
295 |
+
currentLocationName = "Scientist Island",
|
296 |
initialReflections = {
|
297 |
+
"Welcome to Code Island! I'm Professor Loop, and I'm excited to teach you about the magic of loops in programming!",
|
298 |
+
"Loops are like a merry-go-round of code. They help us do repetitive tasks without writing the same thing over and over.",
|
299 |
+
"I've set up some fun demonstrations around the island. Are you ready to dive in and explore the world of loops?",
|
300 |
+
},
|
301 |
+
},
|
302 |
+
{
|
303 |
+
name = "npcpirate",
|
304 |
+
gameName = "Captain Iterate",
|
305 |
+
physicalDescription = "Charismatic, with a glowing digital eyepatch and a keyboard for a peg leg",
|
306 |
+
psychologicalProfile = "Adventurous and outgoing, loves to challenge students with coding puzzles",
|
307 |
+
currentLocationName = "Pirate Island",
|
308 |
+
initialReflections = {
|
309 |
+
"Ahoy, code sailor! Welcome to Loop Lagoon, where we'll embark on a looping adventure!",
|
310 |
+
"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!",
|
311 |
+
"Ready to set sail and loop around some coding challenges?",
|
312 |
+
},
|
313 |
+
},
|
314 |
+
{
|
315 |
+
name = "npcexplorer",
|
316 |
+
gameName = "Dr. Algo",
|
317 |
+
physicalDescription = "Curious and observant, with a magnifying glass and a notebook full of algorithms",
|
318 |
+
psychologicalProfile = "Analytical and imaginative, enjoys breaking down complex concepts into simple steps",
|
319 |
+
currentLocationName = "Baker Island",
|
320 |
+
initialReflections = {
|
321 |
+
"Greetings, fellow code explorer! Welcome to the Algorithm Archipelago!",
|
322 |
+
"Here, we'll discover how loops fit into larger algorithms. It's like piecing together a grand puzzle!",
|
323 |
+
"Each island represents a step in our algorithm. Shall we embark on this looping journey together?",
|
324 |
},
|
325 |
}
|
326 |
}
|
327 |
|
328 |
local gigaxWorldConfig = {
|
329 |
+
simulationName = SIMULATION_NAME,
|
330 |
+
simulationDescription = SIMULATION_DESCRIPTION,
|
331 |
startingLocationName = "Center",
|
332 |
skills = skills,
|
333 |
locations = locations,
|
|
|
502 |
end,
|
503 |
},
|
504 |
},
|
505 |
+
}
|