advanced_npc/dialogue.lua

316 lines
9.8 KiB
Lua
Raw Normal View History

-- 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,
is_married_dialogue,
is_casual_trade_dialogue,
casual_trade_type,
dismiss_option_label,
player_name)
local options_length = table.getn(responses) + 1
local formspec_height = (options_length * 0.7) + 0.4
local formspec = "size[7,"..tostring(formspec_height).."]"
for i = 1, #responses do
local y = 0.8;
if i > 1 then
y = (0.75 * 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,
is_married_dialogue = is_married_dialogue,
is_casual_trade_dialogue = is_casual_trade_dialogue,
casual_trade_type = casual_trade_type,
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, favorite_items, disliked_items)
local result = {
normal = {},
hints = {}
}
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)
for i = 1,number_of_dialogues do
local dialogue_id = math.random(1, #dialogues)
result.normal[i] = dialogues[dialogue_id]
-- Check if this particular dialogue has responses
if result.normal[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.normal[i].responses) do
if value.action_type == "function" then
result.normal[i].responses[key].dialogue_id = dialogue_id
result.normal[i].responses[key].response_id = key
end
end
end
end
-- Add item hints.
-- Favorite items
for i = 1, 2 do
result.hints[i] = {}
result.hints[i].text =
npc.relationships.get_hint_for_favorite_item(favorite_items["fav"..tostring(i)], sex, phase)
end
-- Disliked items
for i = 3, 4 do
result.hints[i] = {}
result.hints[i].text =
npc.relationships.get_hint_for_disliked_item(disliked_items["dis"..tostring(i-2)], sex)
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, show_married_dialogue)
-- Choose a dialogue randomly
-- TODO: Add support for flags
local dialogue = {}
-- Construct dialogue for marriage
if npc.relationships.get_relationship_phase(self, player:get_player_name()) == "phase6"
and show_married_dialogue == true then
dialogue = npc.relationships.MARRIED_NPC_DIALOGUE
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
return
end
local chance = math.random(1, 100)
minetest.log("Chance: "..dump(chance))
if chance < 30 then
-- If NPC is a casual trader, show a sell or buy dialogue 30% of the time, depending
-- on the state of the casual trader.
if self.trader_data.trader_status == npc.trade.CASUAL then
-- Show buy/sell with 50% chance each
local buy_or_sell_chance = math.random(1, 2)
if buy_or_sell_chance == 1 then
-- Show casual buy dialogue
dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
else
-- Show casual sell dialogue
dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
end
end
elseif chance >= 30 and chance < 90 then
dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
elseif chance >= 90 then
dialogue = self.dialogues.hints[math.random(1, 4)]
end
minetest.log("Chosen dialogue: "..dump(dialogue))
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,
dialogue.is_married_dialogue,
dialogue.casual_trade_type ~= nil,
dialogue.casual_trade_type,
npc.dialogue.NEGATIVE_ANSWER_LABEL,
player_name
)
end
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 dialogue 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
minetest.log("Action: "..dump(player_response.options[i]))
npc.dialogue.process_dialogue(player_response.npc,
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 =
npc.relationships.get_relationship_phase(player_response.npc, player_name)
-- Check if NPC is married and the married NPC dialogue should be shown
if phase == "phase6" and player_response.is_married_dialogue == true then
-- Get the function definitions from the married dialogue
npc.relationships.MARRIED_NPC_DIALOGUE
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
elseif player_response.is_casual_trade_dialogue == true then
-- Check if trade is casual buy or sell
if player_response.casual_trade_type == npc.trade.OFFER_BUY then
-- Get functions from casual buy dialogue
npc.trade.CASUAL_TRADE_BUY_DIALOGUE
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
elseif player_response.casual_trade_type == npc.trade.OFFER_SELL == true then
-- Get functions from casual sell dialogue
npc.trade.CASUAL_TRADE_SELL_DIALOGUE
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
end
else
-- 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)
end
end
return
end
end
end
end
end)