539 lines
19 KiB
Lua
539 lines
19 KiB
Lua
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-- Gift and relationship system
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---------------------------------------------------------------------------------------
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-- Each NPCs has 2 favorite and 2 disliked items. These items are chosen at spawn
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-- time and will be re-chosen when the age changes (from child to adult, for example).
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-- The items are chosen from the npc.FAVORITE_ITEMS table, and depends on sex and age.
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-- A player, via right-click, or another NPC, can gift an item to a NPC. In the case
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-- of the player, the player will give one of the currently wielded item. Gifts can be
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-- given only once per some time period, the NPC will reject the given item if still
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-- the period isn't over.
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-- If the NPC is neutral on the item (meanining it's neither favorite or disliked), it
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-- is possible it will not accept it, and the relationship the giver has with the NPC
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-- will be unchanged.
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-- In the other hand, if the item given its a favorite, the relationship points the NPC
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-- has with giver will increase by a given amount, depending on favoriteness. Favorite 1
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-- will increase the relationship by 2 * npc.ITEM_GIFT_EFFECT, and favorite 2 only by
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-- npc.ITEM_GIFT_EFFECT. Similarly, if the item given is a disliked item, the NPC will
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-- not take it, and its relationship points with the giver will decrease by 2 or 1 times
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-- npc.ITEM_GIFT_EFFECT.
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local S = mobs.intllib
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npc.relationships = {}
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-- Constants
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npc.relationships.ITEM_GIFT_EFFECT = 2.5
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-- Expected values for these are 720 each respectively
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npc.relationships.GIFT_TIMER_INTERVAL = 2
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npc.relationships.RELATIONSHIP_DECREASE_TIMER_INTERVAL = 60
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npc.relationships.RELATIONSHIP_PHASE = {}
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-- Define phases
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npc.relationships.RELATIONSHIP_PHASE["phase1"] = {limit = 10}
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npc.relationships.RELATIONSHIP_PHASE["phase2"] = {limit = 25}
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npc.relationships.RELATIONSHIP_PHASE["phase3"] = {limit = 45}
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npc.relationships.RELATIONSHIP_PHASE["phase4"] = {limit = 70}
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npc.relationships.RELATIONSHIP_PHASE["phase5"] = {limit = 100}
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-- Married NPC dialogue definition
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npc.relationships.MARRIED_NPC_DIALOGUE = {
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text = "Hi darling!",
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is_married_dialogue = true,
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responses = {
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[1] = {
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text = "Let's talk!",
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action_type = "function",
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response_id = 1,
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action = function(self, player)
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npc.start_dialogue(self, player, false)
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end
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},
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[2] = {
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text = "Honey, can you wait for me here?",
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action_type = "function",
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response_id = 2,
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action = function(self, player)
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self.order = "stand"
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minetest.chat_send_player(player:get_player_name(), S("Ok dear, I will wait here for you."))
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end
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},
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[3] = {
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text = "Come with me, please!",
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action_type = "function",
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response_id = 3,
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action = function(self, player)
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self.order = "follow"
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minetest.chat_send_player(player:get_player_name(), S("Ok, let's go!"))
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end
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}
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}
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}
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-- Function to get relationship phase
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function npc.relationships.get_relationship_phase_by_points(points)
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if points > npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
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return "phase6"
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elseif points > npc.relationships.RELATIONSHIP_PHASE["phase4"].limit then
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return "phase5"
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elseif points > npc.relationships.RELATIONSHIP_PHASE["phase3"].limit then
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return "phase4"
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elseif points > npc.relationships.RELATIONSHIP_PHASE["phase2"].limit then
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return "phase3"
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elseif points > npc.relationships.RELATIONSHIP_PHASE["phase1"].limit then
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return "phase2"
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else
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return "phase1"
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end
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end
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-- Returns the response message for a given item
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function npc.relationships.get_response_for_favorite_item(item_name, sex, phase)
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local items = npc.FAVORITE_ITEMS.female
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if sex == npc.MALE then
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items = npc.FAVORITE_ITEMS.male
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end
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for i = 1, #items[phase] do
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if items[phase][i].item == item_name then
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return items[phase][i].response
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end
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end
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return nil
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end
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-- Returns the response message for a disliked item
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function npc.relationships.get_response_for_disliked_item(item_name, sex)
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local items = npc.DISLIKED_ITEMS.female
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if sex == npc.MALE then
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items = npc.DISLIKED_ITEMS.male
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end
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for i = 1, #items do
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minetest.log(dump(items[i]))
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if items[i].item == item_name then
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minetest.log("Returning: "..dump(items[i].response))
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return items[i].response
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end
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end
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return nil
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end
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-- Gets the item hint for a favorite item
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function npc.relationships.get_hint_for_favorite_item(item_name, sex, phase)
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for i = 1, #npc.FAVORITE_ITEMS[sex][phase] do
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if npc.FAVORITE_ITEMS[sex][phase][i].item == item_name then
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return npc.FAVORITE_ITEMS[sex][phase][i].hint
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end
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end
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return nil
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end
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-- Gets the item hint for a disliked item
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function npc.relationships.get_hint_for_disliked_item(item_name, sex)
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for i = 1, #npc.DISLIKED_ITEMS[sex] do
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if npc.DISLIKED_ITEMS[sex][i].item == item_name then
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return npc.DISLIKED_ITEMS[sex][i].hint
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end
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end
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return nil
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end
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-- Relationship functions
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---------------------------------------------------------------------------------------
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-- This function selects two random items from the npc.favorite_items table
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-- It checks for sex and phase for choosing the items
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function npc.relationships.select_random_favorite_items(sex, phase)
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local result = {}
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local items = {}
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-- Filter sex
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if sex == npc.FEMALE then
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items = npc.FAVORITE_ITEMS.female
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else
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items = npc.FAVORITE_ITEMS.male
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end
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-- Select the phase
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items = items[phase]
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result.fav1 = items[math.random(1, #items)].item
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result.fav2 = items[math.random(1, #items)].item
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return result
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end
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-- This function selects two random items from the npc.disliked_items table
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-- It checks for sex for choosing the items. They stay the same for all
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-- phases
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function npc.relationships.select_random_disliked_items(sex)
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local result = {}
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local items = {}
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-- Filter sex
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if sex == npc.FEMALE then
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items = npc.DISLIKED_ITEMS.female
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else
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items = npc.DISLIKED_ITEMS.male
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end
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result.dis1 = items[math.random(1, #items)].item
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result.dis2 = items[math.random(1, #items)].item
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return result
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end
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-- Creates a relationship with a given player or NPC
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local function create_relationship(self, clicker_name)
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local count = #self.relationships
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self.relationships[count + 1] = {
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-- Player or NPC name with whom the relationship is with
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name = clicker_name,
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-- Relationship points
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points = 0,
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-- Relationship phase, used for items and for phrases
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phase = "phase1",
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-- How frequent can the NPC receive a gift
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gift_interval = npc.relationships.GIFT_TIMER_INTERVAL,
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-- Current timer count since last gift
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gift_timer_value = 0,
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-- The amount of time without providing gift or talking that will decrease relationship points
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relationship_decrease_interval = npc.relationships.RELATIONSHIP_DECREASE_TIMER_INTERVAL,
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-- Current timer count for relationship decrease
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relationship_decrease_timer_value = 0,
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-- Current timer count since last time player talked to NPC
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talk_timer_value = 0
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}
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end
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-- Returns a relationship points
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local function get_relationship_points(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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return self.relationships[i].points
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end
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end
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return nil
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end
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-- Updates relationship with given points
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local function update_relationship(self, clicker_name, modifier)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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self.relationships[i].points = self.relationships[i].points + modifier
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local current_phase = self.relationships[i].phase
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self.relationships[i].phase =
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npc.relationships.get_relationship_phase_by_points(self.relationships[i].points)
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if current_phase ~= self.relationships[i].phase then
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-- Re-select favorite items per new phase
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self.gift_data.favorite_items =
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npc.relationships.select_random_favorite_items(self.sex, self.relationships[i].phase)
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-- Re-select dialogues per new
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self.dialogues =
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npc.dialogue.select_random_dialogues_for_npc(self.sex,
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self.relationships[i].phase,
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self.gift_data.favorite_items,
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self.gift_data.disliked_items)
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return true
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end
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return false
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end
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end
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-- Relationship not found, huge error
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return nil
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end
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-- Checks if a relationship with given player or NPC exists
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local function check_relationship_exists(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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return true
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end
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end
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return false
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end
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-- Returns the relationship phase given the name of the player
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function npc.relationships.get_relationship_phase(self, clicker_name)
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for i = 1, #self.relationships do
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if clicker_name == self.relationships[i].name then
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return self.relationships[i].phase
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end
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end
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return nil
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end
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-- Checks if NPC can receive gifts
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local function check_npc_can_receive_gift(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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-- Checks avoid married NPC to receive from others
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if self.is_married_to == nil
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or (self.is_married ~= nil and self.is_married_to == clicker_name) then
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return self.relationships[i].gift_timer_value >= self.relationships[i].gift_interval
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else
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return false
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end
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end
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end
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-- Not found
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return nil
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end
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-- Checks if relationship can be updated by talking
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local function check_relationship_by_talk_timer_ready(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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return self.relationships[i].talk_timer_value >= self.relationships[i].gift_interval
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end
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end
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-- Not found
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return nil
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end
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-- Resets the gift timer
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local function reset_gift_timer(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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self.relationships[i].gift_timer_value = 0
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self.relationships[i].relationship_decrease_timer_value = 0
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return
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end
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end
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end
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-- Resets the talk timer
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local function reset_talk_timer(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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self.relationships[i].talk_timer_value = 0
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return
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end
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end
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end
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-- Resets the relationshop decrease timer
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local function reset_relationship_decrease_timer(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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self.relationships[i].relationship_decrease_timer_value = 0
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return
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end
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end
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end
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-- Gifts functions
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---------------------------------------------------------------------------------------
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-- Displays message and hearts depending on relationship level
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local function show_receive_gift_reaction(self, item_name, modifier, clicker_name, phase_change)
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local points = get_relationship_points(self, clicker_name)
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local pos = self.object:getpos()
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-- Positive modifier (favorite items) reactions
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if modifier >= 0 then
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local phase = npc.relationships.get_relationship_phase_by_points(points)
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if phase == "phase3" then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 2, "heart.png")
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elseif phase == "phase4" then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png")
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elseif phase == "phase5" then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 6, "heart.png")
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elseif phase == "phase6" then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png")
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end
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if phase_change then
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local number_code = phase:byte(phase:len()) - 1
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phase = "phase"..string.char(number_code)
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end
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-- Send message
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-- TODO: There might be an error with getting the message...
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minetest.log("Item_name: "..dump(item_name)..", sex: "..dump(self.sex)..", phase: "..dump(phase))
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local message_to_send =
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npc.relationships.get_response_for_favorite_item(item_name, self.sex, phase)
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minetest.chat_send_player(clicker_name, message_to_send)
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-- Disliked items reactions
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elseif modifier < 0 then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "smoke.png")
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minetest.log("Item name: "..item_name..", sex: "..self.sex)
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local message_to_send = npc.relationships.get_response_for_disliked_item(item_name, self.sex)
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minetest.chat_send_player(clicker_name, message_to_send)
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end
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end
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-- Receive gift function; applies relationship points as explained above
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-- Also, creates a relationship object if not present
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function npc.relationships.receive_gift(self, clicker)
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-- Return if clicker is not offering an item
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local item = npc.get_entity_wielded_item(clicker)
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if item:get_name() == "" then return false end
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-- Get clicker name
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local clicker_name = npc.get_entity_name(clicker)
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-- Create relationship if it doesn't exists
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if check_relationship_exists(self, clicker_name) == false then
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create_relationship(self, clicker_name)
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end
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-- If NPC received a gift from this person, then reject any more gifts for now
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if check_npc_can_receive_gift(self, clicker_name) == false then
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minetest.chat_send_player(clicker_name, "Thanks, but I don't need anything for now")
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return false
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end
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-- If NPC is ready for marriage, do no accept anything else but the ring,
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-- and that with only a certain chance. The self.owner is to whom is married
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-- this NPC... he he.
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if get_relationship_points(self, clicker_name) >=
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npc.relationships.RELATIONSHIP_PHASE["phase5"].limit
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and self.owner ~= clicker_name
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and item:get_name() ~= "advanced_npc:marriage_ring" then
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minetest.chat_send_player(clicker_name,
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"Thank you my love, but I think that you have given me")
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minetest.chat_send_player(clicker_name,
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"enough gifts for now. Maybe we should go a step further")
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-- Reset gift timer
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reset_gift_timer(self, clicker_name)
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return true
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elseif get_relationship_points(self, clicker_name) >=
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npc.relationships.RELATIONSHIP_PHASE["phase5"].limit
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and item:get_name() == "advanced_npc:marriage_ring" then
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-- If the player/entity is offering a marriage ring, then NPC will accept with a 50%
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-- chance to marry the clicker
|
||
|
local receive_chance = math.random(1, 10)
|
||
|
-- Receive ring and get married
|
||
|
if receive_chance < 6 then
|
||
|
minetest.chat_send_player(clicker_name,
|
||
|
"Oh, oh you make me so happy! Yes! I will marry you!")
|
||
|
-- Get ring
|
||
|
item:take_item()
|
||
|
clicker:set_wielded_item(item)
|
||
|
-- TODO: Implement marriage event
|
||
|
-- Show marriage reaction
|
||
|
local pos = self.object:getpos()
|
||
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 20, "heart.png", 4)
|
||
|
-- Give 100 points, so NPC is really happy on marriage
|
||
|
update_relationship(self, clicker_name, 100)
|
||
|
-- This sets the married state, for now. Hehe
|
||
|
self.owner = clicker_name
|
||
|
-- Reject ring for now
|
||
|
else
|
||
|
minetest.chat_send_player(clicker_name,
|
||
|
"Dear, I feel the same as you. But maybe not yet...")
|
||
|
|
||
|
end
|
||
|
-- Reset gift timer
|
||
|
reset_gift_timer(self, clicker_name)
|
||
|
return true
|
||
|
end
|
||
|
-- Marriage gifts: except for disliked items, all product a 0.5 * npc.ITEM_GIFT_EFFECT
|
||
|
-- Disliked items cause only a -1 point effect
|
||
|
if get_relationship_points(self, clicker_name) >=
|
||
|
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
|
||
|
local modifier = 0.5 * npc.ITEM_GIFT_EFFECT
|
||
|
-- Check for disliked items
|
||
|
if item:get_name() == self.gift_data.disliked_items.dis1
|
||
|
or item:get_name() == self.gift_data.disliked_items.dis2 then
|
||
|
modifier = -1
|
||
|
show_receive_gift_reaction(self, item:get_name(), modifier, clicker_name, false)
|
||
|
elseif item:get_name() == self.gift_data.favorite_items.fav1
|
||
|
or item:get_name() == self.gift_data.favorite_items.fav2 then
|
||
|
-- Favorite item reaction
|
||
|
show_receive_gift_reaction(self, item:get_name(), modifier, clicker_name, false)
|
||
|
else
|
||
|
-- Neutral item reaction
|
||
|
minetest.chat_send_player(clicker_name, "Thank you honey!")
|
||
|
end
|
||
|
-- Take item
|
||
|
item:take_item()
|
||
|
clicker:set_wielded_item(item)
|
||
|
-- Update relationship
|
||
|
update_relationship(self, clicker_name, modifier)
|
||
|
-- Reset gift timer
|
||
|
reset_gift_timer(self, clicker_name)
|
||
|
return true
|
||
|
end
|
||
|
|
||
|
-- Modifies relationship depending on given item
|
||
|
local modifier = 0
|
||
|
local take = true
|
||
|
local show_reaction = false
|
||
|
|
||
|
if item:get_name() == self.gift_data.favorite_items.fav1 then
|
||
|
modifier = 2 * npc.relationships.ITEM_GIFT_EFFECT
|
||
|
show_reaction = true
|
||
|
elseif item:get_name() == self.gift_data.favorite_items.fav2 then
|
||
|
modifier = npc.relationships.ITEM_GIFT_EFFECT
|
||
|
show_reaction = true
|
||
|
elseif item:get_name() == self.gift_data.disliked_items.dis1 then
|
||
|
modifier = (-2) * npc.relationships.ITEM_GIFT_EFFECT
|
||
|
show_reaction = true
|
||
|
elseif item:get_name() == self.gift_data.disliked_items.dis2 then
|
||
|
modifier = (-1) * npc.relationships.ITEM_GIFT_EFFECT
|
||
|
show_reaction = true
|
||
|
else
|
||
|
-- If item is not a favorite or a dislike, then receive chance
|
||
|
-- if 70%
|
||
|
local receive_chance = math.random(1,10)
|
||
|
if receive_chance < 7 then
|
||
|
minetest.chat_send_player(clicker_name, "Thanks. I will find some use for this.")
|
||
|
else
|
||
|
minetest.chat_send_player(clicker_name, "Thank you, but no, I have no use for this.")
|
||
|
take = false
|
||
|
end
|
||
|
show_reaction = false
|
||
|
end
|
||
|
|
||
|
-- Update relationship status
|
||
|
local is_phase_changed = update_relationship(self, clicker_name, modifier)
|
||
|
|
||
|
-- Show NPC reaction to gift
|
||
|
if show_reaction == true then
|
||
|
show_receive_gift_reaction(self, item:get_name(), modifier, clicker_name, is_phase_changed)
|
||
|
end
|
||
|
|
||
|
-- Take item if NPC accepted it
|
||
|
if take == true then
|
||
|
item:take_item()
|
||
|
clicker:set_wielded_item(item)
|
||
|
end
|
||
|
|
||
|
minetest.log(dump(self))
|
||
|
-- Reset gift timer
|
||
|
reset_gift_timer(self, clicker_name)
|
||
|
return true
|
||
|
end
|
||
|
|
||
|
-- Relationships are slowly increased by talking, increases by +0.2.
|
||
|
-- Talking to married NPC increases relationship by +1
|
||
|
-- TODO: This needs a timer as the gift timer. NPC will talk anyways
|
||
|
-- but relationship will not increase.
|
||
|
function npc.relationships.dialogue_relationship_update(self, clicker)
|
||
|
-- Get clicker name
|
||
|
local clicker_name = npc.get_entity_name(clicker)
|
||
|
|
||
|
-- Check if relationship can be updated via talk
|
||
|
if check_relationship_by_talk_timer_ready(self, clicker_name) == false then
|
||
|
return
|
||
|
end
|
||
|
|
||
|
-- Create relationship if it doesn't exists
|
||
|
if check_relationship_exists(self, clicker_name) == false then
|
||
|
create_relationship(self, clicker_name)
|
||
|
end
|
||
|
|
||
|
local modifier = 0.2
|
||
|
if self.is_married_to ~= nil and clicker_name == self.is_married_to then
|
||
|
modifier = 1
|
||
|
end
|
||
|
-- Update relationship
|
||
|
update_relationship(self, clicker_name, modifier)
|
||
|
|
||
|
-- Resert timers
|
||
|
reset_talk_timer(self, clicker_name)
|
||
|
reset_relationship_decrease_timer(self, clicker_name)
|
||
|
end
|