Trade: (WIP) Add custom trading dialogues, custom trading offers and code to show the custom trading options.
This commit is contained in:
110
dialogue.lua
110
dialogue.lua
@@ -24,6 +24,13 @@ npc.dialogue.NEGATIVE_ANSWER_LABEL = "Nevermind"
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npc.dialogue.MIN_DIALOGUES = 2
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npc.dialogue.MAX_DIALOGUES = 4
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npc.dialogue.dialogue_type = {
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married = 1,
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casual_trade = 2,
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dedicated_trade = 3,
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custom_trade = 4
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}
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-- This table contains the answers of dialogue boxes
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npc.dialogue.dialogue_results = {
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options_dialogue = {},
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@@ -38,13 +45,10 @@ npc.dialogue.dialogue_results = {
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-- Creates and shows a multi-option dialogue based on the number of responses
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-- that the dialogue object contains
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function npc.dialogue.show_options_dialogue(self,
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responses,
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is_married_dialogue,
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is_casual_trade_dialogue,
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casual_trade_type,
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is_dedicated_trade_prompt,
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dialogue,
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dismiss_option_label,
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player_name)
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local responses = dialogue.responses
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local options_length = table.getn(responses) + 1
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local formspec_height = (options_length * 0.7) + 0.4
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local formspec = "size[7,"..tostring(formspec_height).."]"
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@@ -63,10 +67,11 @@ function npc.dialogue.show_options_dialogue(self,
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-- Create entry on options_dialogue table
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npc.dialogue.dialogue_results.options_dialogue[player_name] = {
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npc = self,
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is_married_dialogue = is_married_dialogue,
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is_casual_trade_dialogue = is_casual_trade_dialogue,
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casual_trade_type = casual_trade_type,
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is_dedicated_trade_prompt = is_dedicated_trade_prompt,
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is_married_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.married),
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is_casual_trade_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.casual_trade),
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is_dedicated_trade_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.dedicated_trade),
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is_custom_trade_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.custom_trade),
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casual_trade_type = dialogue.casual_trade_type,
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options = responses
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}
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@@ -170,6 +175,33 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items
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return result
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end
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-- This function creates a multi-option dialogue from the custom trades that the
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-- NPC have.
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function npc.dialogue.create_custom_trade_options(self, player)
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-- Create the action for each option
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local actions = {}
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for i = 1, #self.trader_data.custom_trades do
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table.insert(actions, function() npc.trade.show_custom_trade_offer(self, player, self.trader_data.custom_trades[i]) end)
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end
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-- Default text to be shown for dialogue prompt
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local text = npc.trade.CUSTOM_TRADES_PROMPT_TEXT
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-- Get the options from each custom trade entry
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local options = {}
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if #self.trader_data.custom_trades == 1 then
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table.insert(options, self.trader_data.custom_trades[1].button_prompt)
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text = self.trader_data.custom_trades[1].option_prompt
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else
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for i = 1, #self.trader_data.custom_trades do
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table.insert(options, self.trader_data.custom_trades[i].button_prompt)
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end
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end
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-- Create dialogue object
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local dialogue = npc.dialogue.create_option_dialogue(text, options, actions)
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dialogue.dialogue_type = npc.dialogue.dialogue_type.custom_trade
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return dialogue
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end
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-- This function will choose randomly a dialogue from the NPC data
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-- and process it.
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function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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@@ -196,17 +228,30 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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if chance < 30 then
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-- If NPC is a casual trader, show a sell or buy dialogue 30% of the time, depending
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-- on the state of the casual trader.
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if self.trader_data.trader_status == npc.trade.CASUAL then
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-- Show buy/sell with 50% chance each
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local buy_or_sell_chance = math.random(1, 2)
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if buy_or_sell_chance == 1 then
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-- Show casual buy dialogue
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dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
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else
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-- Show casual sell dialogue
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dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
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end
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end
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if self.trader_data.trader_status == npc.trade.NONE then
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-- Show custom trade options if available
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if table.getn(self.trader_data.custom_trades) > 0 then
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-- Show custom trade options
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dialogue = npc.dialogue.create_custom_trade_options(self, player)
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end
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elseif self.trader_data.trader_status == npc.trade.CASUAL then
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local max_trade_chance = 2
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if table.getn(self.trader_data.custom_trades) > 0 then
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max_trade_chance = 3
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end
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-- Show buy/sell with 50% chance each
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local trade_chance = math.random(1, max_trade_chance)
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if trade_chance == 1 then
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-- Show casual buy dialogue
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dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
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elseif trade_chance == 2 then
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-- Show casual sell dialogue
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dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
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elseif trade_chance == 3 then
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-- Show custom trade options
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dialogue = npc.dialogue.create_custom_trade_options(self, player)
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end
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end
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elseif chance >= 30 and chance < 90 then
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-- Choose a random dialogue from the common ones
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dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
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@@ -215,8 +260,6 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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dialogue = self.dialogues.hints[math.random(1, 4)]
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end
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minetest.log("Chosen dialogue: "..dump(dialogue))
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local dialogue_result = npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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if dialogue_result == false then
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-- Try to find another dialogue line
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@@ -266,11 +309,7 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
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if dialogue.responses then
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npc.dialogue.show_options_dialogue(
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self,
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dialogue.responses,
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dialogue.is_married_dialogue,
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dialogue.casual_trade_type ~= nil,
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dialogue.casual_trade_type,
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dialogue.is_dedicated_trade_prompt,
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dialogue,
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npc.dialogue.NEGATIVE_ANSWER_LABEL,
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player_name
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)
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@@ -280,6 +319,16 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
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return true
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end
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function npc.dialogue.create_option_dialogue(prompt, options, actions)
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local result = {}
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result.text = prompt
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result.responses = {}
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for i = 1, #options do
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table.insert(result.responses, {text = options[i], action_type="function", action=actions[i]})
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end
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return result
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end
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-----------------------------------------------------------------------------
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-- Functions for rotating NPC to look at player
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-- (taken from the mobs_redo API)
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@@ -428,12 +477,17 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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.action(player_response.npc, player)
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end
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return
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elseif player_response.is_dedicated_trade_prompt == true then
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elseif player_response.is_dedicated_trade_dialogue == true then
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-- Get the functions for a dedicated trader prompt
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npc.trade.DEDICATED_TRADER_PROMPT
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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return
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elseif player_response.is_custom_trade_dialogue == true then
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-- Functions for a custom trade should be available from the same dialogue
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-- object as it is created in memory
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minetest.log("Player response: "..dump(player_response.options[i]))
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player_response.options[i].action(player_response.npc, player)
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else
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-- Get dialogues for sex and phase
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local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
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