2016-12-18 18:32:39 +01:00
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-- Relationships code for Advanced NPC by Zorman2000
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2016-12-12 02:52:57 +01:00
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---------------------------------------------------------------------------------------
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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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2017-06-28 00:39:13 +02:00
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npc.relationships.GIFT_TIMER_INTERVAL = 360
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npc.relationships.RELATIONSHIP_DECREASE_TIMER_INTERVAL = 720
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2016-12-12 02:52:57 +01:00
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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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2017-07-14 01:01:28 +02:00
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npc.relationships.GIFT_ITEM_LIKED = "liked"
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npc.relationships.GIFT_ITEM_DISLIKED = "disliked"
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npc.relationships.GIFT_ITEM_HINT = "hint"
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npc.relationships.GIFT_ITEM_RESPONSE = "response"
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-- Favorite and disliked items tables
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npc.relationships.gift_items = {
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liked = {
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female = {
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["phase1"] = {},
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["phase2"] = {},
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["phase3"] = {},
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["phase4"] = {},
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["phase5"] = {},
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["phase6"] = {}
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},
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male = {
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["phase1"] = {},
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["phase2"] = {},
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["phase3"] = {},
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["phase4"] = {},
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["phase5"] = {},
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["phase6"] = {}
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}
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},
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disliked = {
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female = {},
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male = {}
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}
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}
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npc.relationships.DEFAULT_RESPONSE_NO_GIFT_RECEIVE =
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"Thank you, but I don't need anything for now."
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2016-12-16 02:51:06 +01:00
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2016-12-12 02:52:57 +01:00
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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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2017-06-17 18:55:50 +02:00
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npc.chat(self.npc_name, player:get_player_name(),
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S("Ok dear, I will wait here for you."))
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2016-12-12 02:52:57 +01:00
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end
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},
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[3] = {
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2017-07-19 20:00:29 +02:00
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text = "Please, come with me!",
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2016-12-12 02:52:57 +01:00
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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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2017-06-17 18:55:50 +02:00
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npc.chat(self.npc_name, player:get_player_name(), S("Ok, let's go!"))
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2016-12-12 02:52:57 +01:00
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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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2017-07-14 01:01:28 +02:00
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-- Registration functions
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-----------------------------------------------------------------------------
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-- Items can be registered to be part of the gift system using the
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-- below function. The def is the following:
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-- {
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-- dialogues = {
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-- liked = {
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-- -- ^ This is an array of the following table:
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-- [1] = {dialogue_type="", sex="", text=""}
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-- -- ^ dialogue_type: defines is this is a hint or a response.
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-- -- valid values are: "hint", "response"
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-- -- sex: valid values are: "male", female"
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-- -- text: the dialogue text
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-- },
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-- disliked = {
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-- -- ^ This is an array with the same type of tables as above
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-- }
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-- }
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-- }
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function npc.relationships.register_favorite_item(item_name, phase, sex, def)
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local dialogues = {}
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-- Register dialogues based on the hints and responses
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-- Liked
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for i = 1, #def.hints do
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table.insert(dialogues, {
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text = def.hints[i],
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tags = {phase, item_name, sex,
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npc.dialogue.tags.GIFT_ITEM_HINT, npc.dialogue.tags.GIFT_ITEM_LIKED}
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})
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end
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for i = 1, #def.responses do
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table.insert(dialogues, {
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text = def.responses[i],
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tags = {phase, item_name, sex,
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npc.dialogue.tags.GIFT_ITEM_RESPONSE, npc.dialogue.tags.GIFT_ITEM_LIKED}
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})
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end
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-- Register all dialogues
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for i = 1, #dialogues do
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npc.dialogue.register_dialogue(dialogues[i])
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end
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-- Insert item into table
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table.insert(npc.relationships.gift_items.liked[sex][phase], item_name)
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end
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function npc.relationships.register_disliked_item(item_name, sex, def)
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local dialogues = {}
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-- Register dialogues based on the hints and responses
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-- Liked
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for i = 1, #def.hints do
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table.insert(dialogues, {
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text = def.hints[i],
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tags = {item_name, sex,
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npc.dialogue.tags.GIFT_ITEM_HINT, npc.dialogue.tags.GIFT_ITEM_UNLIKED}
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})
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end
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for i = 1, #def.responses do
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table.insert(dialogues, {
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text = def.responses[i],
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tags = {item_name, sex,
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npc.dialogue.tags.GIFT_ITEM_RESPONSE, npc.dialogue.tags.GIFT_ITEM_UNLIKED}
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})
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end
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-- Register all dialogues
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for i = 1, #dialogues do
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npc.dialogue.register_dialogue(dialogues[i])
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end
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-- Insert item into table
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table.insert(npc.relationships.gift_items.disliked[sex], item_name)
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end
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function npc.relationships.get_dialogues_for_gift_item(item_name, dialogue_type, item_type, sex, phase)
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local tags = {
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[1] = item_name,
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[2] = dialogue_type,
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[3] = item_type,
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[4] = sex
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}
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if phase ~= nil then
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tags[5] = phase
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end
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2017-08-29 20:55:38 +02:00
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npc.log("DEBUG","Searching with tags: "..dump(tags))
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2017-07-14 01:01:28 +02:00
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return npc.dialogue.search_dialogue_by_tags(tags, true)
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end
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2016-12-12 02:52:57 +01:00
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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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2017-06-17 18:55:50 +02:00
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--minetest.log("Returning: "..dump(items[i].response))
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2016-12-12 02:52:57 +01:00
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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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2017-07-14 01:01:28 +02:00
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-----------------------------------------------------------------------------
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2016-12-12 02:52:57 +01:00
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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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2017-07-14 01:01:28 +02:00
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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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2016-12-12 02:52:57 +01:00
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-- Select the phase
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2017-07-14 01:01:28 +02:00
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-- items = items[phase]
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items = npc.relationships.gift_items.liked[sex][phase]
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2016-12-12 02:52:57 +01:00
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2017-07-14 01:01:28 +02:00
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result.fav1 = items[math.random(1, #items)]
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result.fav2 = items[math.random(1, #items)]
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2016-12-12 02:52:57 +01:00
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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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2017-07-14 01:01:28 +02:00
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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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items = npc.relationships.gift_items.disliked[sex]
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2016-12-12 02:52:57 +01:00
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2017-07-14 01:01:28 +02:00
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result.dis1 = items[math.random(1, #items)]
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result.dis2 = items[math.random(1, #items)]
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2016-12-12 02:52:57 +01:00
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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
|
|
|
|
return self.relationships[i].points
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Updates relationship with given points
|
|
|
|
local function update_relationship(self, clicker_name, modifier)
|
|
|
|
for i = 1, #self.relationships do
|
|
|
|
if self.relationships[i].name == clicker_name then
|
|
|
|
self.relationships[i].points = self.relationships[i].points + modifier
|
|
|
|
local current_phase = self.relationships[i].phase
|
|
|
|
self.relationships[i].phase =
|
|
|
|
npc.relationships.get_relationship_phase_by_points(self.relationships[i].points)
|
|
|
|
if current_phase ~= self.relationships[i].phase then
|
|
|
|
-- Re-select favorite items per new phase
|
|
|
|
self.gift_data.favorite_items =
|
|
|
|
npc.relationships.select_random_favorite_items(self.sex, self.relationships[i].phase)
|
|
|
|
-- Re-select dialogues per new
|
|
|
|
self.dialogues =
|
2017-07-14 01:01:28 +02:00
|
|
|
npc.dialogue.select_random_dialogues_for_npc(self,
|
|
|
|
self.relationships[i].phase)
|
2016-12-12 02:52:57 +01:00
|
|
|
return true
|
|
|
|
end
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Relationship not found, huge error
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Checks if a relationship with given player or NPC exists
|
|
|
|
local function check_relationship_exists(self, clicker_name)
|
|
|
|
for i = 1, #self.relationships do
|
|
|
|
if self.relationships[i].name == clicker_name then
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Returns the relationship phase given the name of the player
|
|
|
|
function npc.relationships.get_relationship_phase(self, clicker_name)
|
|
|
|
for i = 1, #self.relationships do
|
|
|
|
if clicker_name == self.relationships[i].name then
|
|
|
|
return self.relationships[i].phase
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Checks if NPC can receive gifts
|
|
|
|
local function check_npc_can_receive_gift(self, clicker_name)
|
|
|
|
for i = 1, #self.relationships do
|
|
|
|
if self.relationships[i].name == clicker_name then
|
|
|
|
-- Checks avoid married NPC to receive from others
|
|
|
|
if self.is_married_to == nil
|
|
|
|
or (self.is_married ~= nil and self.is_married_to == clicker_name) then
|
|
|
|
return self.relationships[i].gift_timer_value >= self.relationships[i].gift_interval
|
|
|
|
else
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Not found
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Checks if relationship can be updated by talking
|
|
|
|
local function check_relationship_by_talk_timer_ready(self, clicker_name)
|
|
|
|
for i = 1, #self.relationships do
|
|
|
|
if self.relationships[i].name == clicker_name then
|
|
|
|
return self.relationships[i].talk_timer_value >= self.relationships[i].gift_interval
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Not found
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Resets the gift timer
|
|
|
|
local function reset_gift_timer(self, clicker_name)
|
|
|
|
for i = 1, #self.relationships do
|
|
|
|
if self.relationships[i].name == clicker_name then
|
|
|
|
self.relationships[i].gift_timer_value = 0
|
|
|
|
self.relationships[i].relationship_decrease_timer_value = 0
|
|
|
|
return
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Resets the talk timer
|
|
|
|
local function reset_talk_timer(self, clicker_name)
|
|
|
|
for i = 1, #self.relationships do
|
|
|
|
if self.relationships[i].name == clicker_name then
|
|
|
|
self.relationships[i].talk_timer_value = 0
|
|
|
|
return
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Resets the relationshop decrease timer
|
|
|
|
local function reset_relationship_decrease_timer(self, clicker_name)
|
|
|
|
for i = 1, #self.relationships do
|
|
|
|
if self.relationships[i].name == clicker_name then
|
|
|
|
self.relationships[i].relationship_decrease_timer_value = 0
|
|
|
|
return
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Gifts functions
|
|
|
|
---------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-- Displays message and hearts depending on relationship level
|
|
|
|
local function show_receive_gift_reaction(self, item_name, modifier, clicker_name, phase_change)
|
|
|
|
local points = get_relationship_points(self, clicker_name)
|
|
|
|
|
|
|
|
local pos = self.object:getpos()
|
|
|
|
-- Positive modifier (favorite items) reactions
|
|
|
|
if modifier >= 0 then
|
|
|
|
local phase = npc.relationships.get_relationship_phase_by_points(points)
|
|
|
|
if phase == "phase3" then
|
|
|
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 2, "heart.png")
|
|
|
|
elseif phase == "phase4" then
|
|
|
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png")
|
|
|
|
elseif phase == "phase5" then
|
|
|
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 6, "heart.png")
|
|
|
|
elseif phase == "phase6" then
|
|
|
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png")
|
|
|
|
end
|
|
|
|
if phase_change then
|
|
|
|
local number_code = phase:byte(phase:len()) - 1
|
|
|
|
phase = "phase"..string.char(number_code)
|
|
|
|
end
|
|
|
|
-- Send message
|
|
|
|
-- TODO: There might be an error with getting the message...
|
2017-06-17 18:55:50 +02:00
|
|
|
--minetest.log("Item_name: "..dump(item_name)..", sex: "..dump(self.sex)..", phase: "..dump(phase))
|
2017-07-14 01:01:28 +02:00
|
|
|
local message_to_send = npc.relationships.get_dialogues_for_gift_item(
|
|
|
|
item_name,
|
|
|
|
npc.relationships.GIFT_ITEM_RESPONSE,
|
|
|
|
npc.relationships.GIFT_ITEM_LIKED,
|
|
|
|
self.sex,
|
|
|
|
phase)
|
2017-08-28 21:43:57 +02:00
|
|
|
npc.chat(self.npc_name, clicker_name, message_to_send.responses[1])
|
2016-12-12 02:52:57 +01:00
|
|
|
-- Disliked items reactions
|
|
|
|
elseif modifier < 0 then
|
2017-06-17 17:45:57 +02:00
|
|
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "default_item_smoke.png")
|
2017-06-17 18:55:50 +02:00
|
|
|
--minetest.log("Item name: "..item_name..", sex: "..self.sex)
|
2017-07-14 01:01:28 +02:00
|
|
|
local message_to_send = npc.relationships.get_dialogues_for_gift_item(
|
|
|
|
item_name,
|
|
|
|
npc.relationships.GIFT_ITEM_RESPONSE,
|
|
|
|
npc.relationships.GIFT_ITEM_DISLIKED,
|
|
|
|
self.sex)
|
2017-08-28 21:43:57 +02:00
|
|
|
npc.chat(self.npc_name, clicker_name, message_to_send.responses[1])
|
2016-12-12 02:52:57 +01:00
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
-- Receive gift function; applies relationship points as explained above
|
|
|
|
-- Also, creates a relationship object if not present
|
|
|
|
function npc.relationships.receive_gift(self, clicker)
|
|
|
|
-- Return if clicker is not offering an item
|
|
|
|
local item = npc.get_entity_wielded_item(clicker)
|
|
|
|
if item:get_name() == "" then return false end
|
|
|
|
|
|
|
|
-- Get clicker name
|
|
|
|
local clicker_name = npc.get_entity_name(clicker)
|
|
|
|
|
|
|
|
-- Create relationship if it doesn't exists
|
|
|
|
if check_relationship_exists(self, clicker_name) == false then
|
|
|
|
create_relationship(self, clicker_name)
|
|
|
|
end
|
|
|
|
|
|
|
|
-- If NPC received a gift from this person, then reject any more gifts for now
|
|
|
|
if check_npc_can_receive_gift(self, clicker_name) == false then
|
2017-06-17 18:55:50 +02:00
|
|
|
npc.chat(self.npc_name, clicker_name, "Thanks, but I don't need anything for now")
|
2016-12-12 02:52:57 +01:00
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
-- If NPC is ready for marriage, do no accept anything else but the ring,
|
|
|
|
-- and that with only a certain chance. The self.owner is to whom is married
|
|
|
|
-- this NPC... he he.
|
|
|
|
if get_relationship_points(self, clicker_name) >=
|
2017-07-14 01:01:28 +02:00
|
|
|
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit
|
2016-12-12 02:52:57 +01:00
|
|
|
and self.owner ~= clicker_name
|
|
|
|
and item:get_name() ~= "advanced_npc:marriage_ring" then
|
2017-06-17 18:55:50 +02:00
|
|
|
npc.chat(self.npc_name, clicker_name,
|
2016-12-12 02:52:57 +01:00
|
|
|
"Thank you my love, but I think that you have given me")
|
2017-06-17 18:55:50 +02:00
|
|
|
npc.chat(self.npc_name, clicker_name,
|
2016-12-12 02:52:57 +01:00
|
|
|
"enough gifts for now. Maybe we should go a step further")
|
|
|
|
-- Reset gift timer
|
|
|
|
reset_gift_timer(self, clicker_name)
|
|
|
|
return true
|
|
|
|
elseif get_relationship_points(self, clicker_name) >=
|
2017-07-14 01:01:28 +02:00
|
|
|
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit
|
2016-12-12 02:52:57 +01:00
|
|
|
and item:get_name() == "advanced_npc:marriage_ring" then
|
|
|
|
-- If the player/entity is offering a marriage ring, then NPC will accept with a 50%
|
|
|
|
-- chance to marry the clicker
|
|
|
|
local receive_chance = math.random(1, 10)
|
|
|
|
-- Receive ring and get married
|
|
|
|
if receive_chance < 6 then
|
2017-06-17 18:55:50 +02:00
|
|
|
npc.chat(self.npc_name, clicker_name,
|
2016-12-12 02:52:57 +01:00
|
|
|
"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
|
2017-06-17 18:55:50 +02:00
|
|
|
npc.chat(self.npc_name, clicker_name,
|
2016-12-12 02:52:57 +01:00
|
|
|
"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
|
2017-07-14 01:01:28 +02:00
|
|
|
-- Disliked items cause only a -0.5 point effect
|
2016-12-12 02:52:57 +01:00
|
|
|
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
|
2017-07-14 01:01:28 +02:00
|
|
|
modifier = -0.5
|
2016-12-12 02:52:57 +01:00
|
|
|
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
|
2017-06-17 18:55:50 +02:00
|
|
|
npc.chat(self.npc_name, clicker_name, "Thank you honey!")
|
2016-12-12 02:52:57 +01:00
|
|
|
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
|
2017-06-17 18:55:50 +02:00
|
|
|
npc.chat(self.npc_name, clicker_name, "Thanks. I will find some use for this.")
|
2016-12-12 02:52:57 +01:00
|
|
|
else
|
2017-06-17 18:55:50 +02:00
|
|
|
npc.chat(self.npc_name, clicker_name, "Thank you, but no, I have no use for this.")
|
2016-12-12 02:52:57 +01:00
|
|
|
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
|
|
|
|
|
2017-06-17 18:55:50 +02:00
|
|
|
npc.log("DEBUG", "NPC: "..dump(self))
|
2016-12-12 02:52:57 +01:00
|
|
|
-- 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)
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|
|
|
|
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|
|
-- Resert timers
|
|
|
|
reset_talk_timer(self, clicker_name)
|
|
|
|
reset_relationship_decrease_timer(self, clicker_name)
|
|
|
|
end
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