advanced_npc/dialogue.lua

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-- NPC dialogue code by Zorman2000
npc.dialogue = {}
npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX = "Yes, give "
npc.dialogue.NEGATIVE_ANSWER_LABEL = "Nevermind"
npc.dialogue.MIN_DIALOGUES = 2
npc.dialogue.MAX_DIALOGUES = 4
-- This table contains the answers of dialogue boxes
npc.dialogue.dialogue_results = {
options_dialogue = {},
yes_no_dialogue = {}
}
-- Dialogue box definitions
-- The dialogue boxes are used for the player to interact with the
-- NPC in dialogues.
--------------------------------------------------------------------
-- Creates and shows a multi-option dialogue based on the number of responses
-- that the dialogue object contains
function npc.dialogue.show_options_dialogue(self, responses, dismiss_option_label, player_name)
local options_length = table.getn(responses) + 1
local formspec_height = (options_length * 0.7) + 0.7
local formspec = "size[7,"..tostring(formspec_height).."]"
for i = 1, #responses do
local y = 0.7;
if i > 1 then
y = (y * i)
end
formspec = formspec.."button_exit[0.5,"..(y - 0.5)..";6,0.5;opt"..tostring(i)..";"..responses[i].text.."]"
end
formspec = formspec.."button_exit[0.5,"..(formspec_height - 0.7)..";6,0.5;exit;"..dismiss_option_label.."]"
-- Create entry on options_dialogue table
npc.dialogue.dialogue_results.options_dialogue[player_name] = {
npc = self,
options = responses
}
minetest.show_formspec(player_name, "advanced_npc:options", formspec)
end
-- This function is used for showing a yes/no dialogue formspec
function npc.dialogue.show_yes_no_dialogue(prompt,
positive_answer_label,
positive_callback,
negative_answer_label,
negative_callback,
player_name)
local formspec = "size[7,3]"..
"label[0.5,0.1;"..prompt.."]"..
"button_exit[0.5,1.15;6,0.5;yes_option;"..positive_answer_label.."]"..
"button_exit[0.5,1.95;6,0.5;no_option;"..negative_answer_label.."]"
-- Create entry into responses table
npc.dialogue.dialogue_results.yes_no_dialogue[player_name] = {
yes_callback = positive_callback,
no_callback = negative_callback
}
minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec)
end
-- Dialogue methods
-- Select random dialogue objects for an NPC based on sex
-- and the relationship phase with player
function npc.dialogue.select_random_dialogues_for_npc(sex, phase)
local result = {}
local dialogues = npc.data.DIALOGUES.female
if sex == npc.MALE then
dialogues = npc.data.DIALOGUES.male
end
dialogues = dialogues[phase]
-- Determine how many dialogue lines the NPC will have
local number_of_dialogues = math.random(npc.dialogue.MIN_DIALOGUES, npc.dialogue.MAX_DIALOGUES)
minetest.log("Dialogues by string: "..dump(dialogues["1"]))
minetest.log("Dialogues by int: "..dump(dialogues[1]))
minetest.log("Dialogues: "..dump(dialogues))
for i = 1,number_of_dialogues do
local dialogue_id = math.random(1, #dialogues)
result[i] = dialogues[dialogue_id]
-- Check if this particular dialogue has responses
if result[i].responses then
-- Check each response to see if they have action_type == "function".
-- This way the indices for this particular response will be stored
-- and the function can be retrieved for execution later.
for key,value in ipairs(result[i].responses) do
if value.action_type == "function" then
result[i].responses[key].dialogue_id = dialogue_id
result[i].responses[key].response_id = key
minetest.log("Storing dialogue and response id: "..dump(result[i].responses[key]))
end
end
end
end
return result
end
-- This function will choose randomly a dialogue from the NPC data
-- and process it.
function npc.dialogue.start_dialogue(self, player)
-- Choose a dialogue randomly
local dialogue = self.dialogues[math.random(1, #self.dialogues)]
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
end
-- This function processes a dialogue object and performs
-- actions depending on what is defined in the object
function npc.dialogue.process_dialogue(self, dialogue, player_name)
-- Send dialogue line
if dialogue.text then
minetest.chat_send_player(player_name, dialogue.text)
end
-- Check if there are responses, then show multi-option dialogue if there are
if dialogue.responses then
npc.dialogue.show_options_dialogue(
self,
dialogue.responses,
npc.dialogue.NEGATIVE_ANSWER_LABEL,
player_name
)
end
-- TODO: Add support for flag, multi-option dialogue
-- and their actions
end
-----------------------------------------------------------------------------
-- Functions for rotating NPC to look at player (taken from the API itself)
-----------------------------------------------------------------------------
local atan = function(x)
if x ~= x then
return 0
else
return math.atan(x)
end
end
local function rotate_npc_to_player(self)
local s = self.object:getpos()
local objs = minetest.get_objects_inside_radius(s, 4)
local lp = nil
local yaw = 0
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:getpos()
break
end
end
if lp then
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + math.pi
end
end
self.object:setyaw(yaw)
end
-- Handler for chat formspec
minetest.register_on_player_receive_fields(function (player, formname, fields)
-- Additional checks for other forms should be handled here
-- Handle yes/no dialogue
if formname == "advanced_npc:yes_no" then
local player_name = player:get_player_name()
if fields then
local player_response = npc.dialogue.dialogue_results.yes_no_dialogue[player_name]
if fields.yes_option then
player_response.yes_callback()
elseif fields.no_option then
player_response.no_callback()
end
end
end
-- Manage options dialogue
if formname == "advanced_npc:options" then
local player_name = player:get_player_name()
if fields then
-- Get player response
local player_response = npc.dialogue.dialogue_results.options_dialogue[player_name]
for i = 1, #player_response.options do
local button_label = "opt"..tostring(i)
if fields[button_label] then
if player_response.options[i].action_type == "dialogue" then
-- Process dialogue object
npc.dialogue.process_dialogue(player_response.options[i].action, player_name)
elseif player_response.options[i].action_type == "function" then
-- Execute function - get it directly from definition
-- Find NPC relationship phase with player
local phase = nil
for i = 1, #player_response.npc.relationships do
if player_name == player_response.npc.relationships[i].name then
phase = player_response.npc.relationships[i].phase
break
end
end
-- Get dialogues for sex and phase
local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
-- Execute function
dialogues[player_response.options[i].dialogue_id]
.responses[player_response.options[i].response_id]
.action(player_response.npc, player_name)
end
return
end
end
end
end
end)