Occupation: Add ability to set some of the NPCs properties.
Currently, you can set: - Trader status - Whether to show or hide gift items hints NPC: Add enable/disable gift item hints flag Schedules: Allow to set the enable/disable gift item hints flag Dialogues: Add ability to choose from normal dialogues if hint dialogues are disabled.
This commit is contained in:
parent
8e5d6d03f4
commit
6c3988a731
443
dialogue.lua
443
dialogue.lua
@ -11,10 +11,10 @@ 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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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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@ -47,8 +47,8 @@ npc.dialogue.tags = {
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-- Occupation-based tags - these are one-to-one with the
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-- default occupation names
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BASIC = "basic", -- Dialogues related to the basic occupation should
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-- use this. As basic occupation is generic, any occupation
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-- should be able to use these dialogues.
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-- use this. As basic occupation is generic, any occupation
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-- should be able to use these dialogues.
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DEFAULT_FARMER = "default_farmer",
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DEFAULT_COOKER = "default_cooker"
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}
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@ -125,25 +125,25 @@ npc.dialogue.cache = {}
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-- each response that features a function. This is to be able to locate the
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-- function easily later
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local function set_response_ids_recursively(dialogue, depth, dialogue_id)
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-- Base case: dialogue object with no responses and no responses below it
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if dialogue.responses == nil
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and (dialogue.action_type == "dialogue" and dialogue.action.responses == nil) then
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return
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elseif dialogue.responses ~= nil then
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-- Assign a response ID to each response
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local response_id_prefix = tostring(depth)..":"
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for key,value in ipairs(dialogue.responses) do
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if value.action_type == "function" then
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value.response_id = response_id_prefix..key
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value.dialogue_id = dialogue_id
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else
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-- We have a dialogue action type. Need to check if dialogue has further responses
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if value.action.responses ~= nil then
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set_response_ids_recursively(value.action, depth + 1, dialogue_id)
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end
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end
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end
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end
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-- Base case: dialogue object with no responses and no responses below it
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if dialogue.responses == nil
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and (dialogue.action_type == "dialogue" and dialogue.action.responses == nil) then
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return
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elseif dialogue.responses ~= nil then
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-- Assign a response ID to each response
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local response_id_prefix = tostring(depth)..":"
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for key,value in ipairs(dialogue.responses) do
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if value.action_type == "function" then
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value.response_id = response_id_prefix..key
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value.dialogue_id = dialogue_id
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else
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-- We have a dialogue action type. Need to check if dialogue has further responses
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if value.action.responses ~= nil then
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set_response_ids_recursively(value.action, depth + 1, dialogue_id)
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end
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end
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end
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end
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end
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-- The register dialogue function will just receive the definition as
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@ -161,7 +161,7 @@ function npc.dialogue.register_dialogue(def)
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set_response_ids_recursively(def, 0, dialogue_id)
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def.key = dialogue_id
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-- Insert dialogue into table
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table.insert(npc.dialogue.registered_dialogues, def)
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return dialogue_id
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@ -212,9 +212,9 @@ function npc.dialogue.get_cached_dialogue_key(_cache_key, tags)
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if not key then
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-- Search for the dialogue
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local dialogues = npc.dialogue.search_dialogue_by_tags(tags, true)
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key = npc.utils.get_map_keys(dialogues)[1]
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-- Populate cache
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npc.dialogue.cache[cache_key] = key
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key = npc.utils.get_map_keys(dialogues)[1]
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-- Populate cache
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npc.dialogue.cache[cache_key] = key
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-- Return key
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return key
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else
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@ -230,13 +230,13 @@ end
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--------------------------------------------------------------------------------------
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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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dialogue_key,
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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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function npc.dialogue.show_options_dialogue(self,
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dialogue_key,
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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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@ -246,20 +246,20 @@ function npc.dialogue.show_options_dialogue(self,
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y = (0.75 * i)
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end
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formspec = formspec.."button_exit[0.5,"
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..(y - 0.5)..";6,0.5;opt"..tostring(i)..";"..responses[i].text.."]"
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..(y - 0.5)..";6,0.5;opt"..tostring(i)..";"..responses[i].text.."]"
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end
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formspec = formspec.."button_exit[0.5,"
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..(formspec_height - 0.7)..";6,0.5;exit;"..dismiss_option_label.."]"
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..(formspec_height - 0.7)..";6,0.5;exit;"..dismiss_option_label.."]"
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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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dialogue = dialogue,
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dialogue_key = dialogue_key,
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is_married_dialogue =
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(dialogue.dialogue_type == npc.dialogue.dialogue_type.married),
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is_custom_trade_dialogue =
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(dialogue.dialogue_type == npc.dialogue.dialogue_type.custom_trade),
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is_married_dialogue =
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(dialogue.dialogue_type == npc.dialogue.dialogue_type.married),
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is_custom_trade_dialogue =
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(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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@ -269,23 +269,23 @@ end
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-- This function is used for showing a yes/no dialogue formspec
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function npc.dialogue.show_yes_no_dialogue(self,
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prompt,
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positive_answer_label,
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positive_callback,
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negative_answer_label,
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negative_callback,
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player_name)
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prompt,
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positive_answer_label,
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positive_callback,
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negative_answer_label,
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negative_callback,
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player_name)
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npc.lock_actions(self)
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npc.lock_actions(self)
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local formspec = "size[7,3]"..
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"label[0.5,0.1;"..prompt.."]"..
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"button_exit[0.5,1.15;6,0.5;yes_option;"..positive_answer_label.."]"..
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"button_exit[0.5,1.95;6,0.5;no_option;"..negative_answer_label.."]"
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"label[0.5,0.1;"..prompt.."]"..
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"button_exit[0.5,1.15;6,0.5;yes_option;"..positive_answer_label.."]"..
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"button_exit[0.5,1.95;6,0.5;no_option;"..negative_answer_label.."]"
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-- Create entry into responses table
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npc.dialogue.dialogue_results.yes_no_dialogue[player_name] = {
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npc = self,
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npc = self,
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yes_callback = positive_callback,
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no_callback = negative_callback
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}
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@ -334,7 +334,7 @@ function npc.dialogue.select_random_dialogues_for_npc(self, phase)
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self.gift_data.favorite_items["fav"..tostring(i)],
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npc.dialogue.tags.GIFT_ITEM_HINT,
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npc.dialogue.tags.GIFT_ITEM_LIKED,
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self.sex,
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self.sex,
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phase_tag)
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for key, value in pairs(hints) do
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result.hints[i] = key
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@ -359,31 +359,31 @@ 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,
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function()
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npc.trade.show_custom_trade_offer(self, player, self.trader_data.custom_trades[i])
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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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-- 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,
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function()
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npc.trade.show_custom_trade_offer(self, player, self.trader_data.custom_trades[i])
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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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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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@ -394,17 +394,17 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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-- Construct dialogue for marriage
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if npc.relationships.get_relationship_phase(self, player:get_player_name()) == "phase6"
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and show_married_dialogue == true then
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dialogue = npc.relationships.MARRIED_NPC_DIALOGUE
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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and show_married_dialogue == true then
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dialogue = npc.relationships.MARRIED_NPC_DIALOGUE
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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return
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end
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end
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-- Show options dialogue for dedicated trader
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if self.trader_data.trader_status == npc.trade.TRADER then
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dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.DEDICATED_TRADER_DIALOGUE)
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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return
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dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.DEDICATED_TRADER_DIALOGUE)
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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return
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end
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local chance = math.random(1, 100)
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@ -414,92 +414,99 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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-- If NPC has custom trading options, these will be
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-- shown as well with equal chance as the casual
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-- buy/sell options
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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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else
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-- If not available, choose normal dialogue
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dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
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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.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.CASUAL_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.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.CASUAL_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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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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else
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-- If not available, choose normal dialogue
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dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
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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.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.CASUAL_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.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.CASUAL_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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-- 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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elseif chance >= 90 then
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-- Choose a random dialogue line from the favorite/disliked item hints
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dialogue = self.dialogues.hints[math.random(1, 4)]
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-- Check if gift items hints are enabled
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minetest.log("Self gift data enable: "..dump(self.gift_data.enable_gift_items_hints))
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if self.gift_data.enable_gift_items_hints then
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-- Choose a random dialogue line from the favorite/disliked item hints
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dialogue = self.dialogues.hints[math.random(1, 4)]
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else
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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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end
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end
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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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npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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end
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if dialogue_result == false then
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-- Try to find another dialogue line
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npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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end
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end
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-- This function processes a dialogue object and performs
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-- actions depending on what is defined in the object
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-- actions depending on what is defined in the object
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function npc.dialogue.process_dialogue(self, dialogue, player_name)
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-- Freeze NPC actions
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npc.lock_actions(self)
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-- Freeze NPC actions
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npc.lock_actions(self)
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local dialogue_key = -1
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local dialogue_key = -1
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if type(dialogue) ~= "table" then
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dialogue_key = dialogue
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dialogue = npc.dialogue.registered_dialogues[dialogue]
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--minetest.log("Found dialogue: "..dump(dialogue))
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end
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if type(dialogue) ~= "table" then
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dialogue_key = dialogue
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dialogue = npc.dialogue.registered_dialogues[dialogue]
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--minetest.log("Found dialogue: "..dump(dialogue))
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end
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-- Check if this dialogue has a flag definition
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if dialogue.flag then
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-- Check if the NPC has this flag
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local flag_value = npc.get_flag(self, dialogue.flag.name)
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if flag_value ~= nil then
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-- Check if value of the flag is equal to the expected value
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if flag_value ~= dialogue.flag.value then
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-- Do not process this dialogue
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return false
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end
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else
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if (type(dialogue.flag.value) == "boolean" and dialogue.flag.value ~= false)
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or (type(dialogue.flag.value) == "number" and dialogue.flag.value > 0) then
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-- Do not process this dialogue
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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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-- Check if the NPC has this flag
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local flag_value = npc.get_flag(self, dialogue.flag.name)
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if flag_value ~= nil then
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-- Check if value of the flag is equal to the expected value
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if flag_value ~= dialogue.flag.value then
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-- Do not process this dialogue
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return false
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end
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else
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if (type(dialogue.flag.value) == "boolean" and dialogue.flag.value ~= false)
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or (type(dialogue.flag.value) == "number" and dialogue.flag.value > 0) then
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-- Do not process this dialogue
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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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|
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-- Send dialogue line
|
||||
if dialogue.text then
|
||||
npc.chat(self.npc_name, player_name, dialogue.text)
|
||||
end
|
||||
|
||||
-- Check if dialogue has responses. If it doesn't, unlock the actions
|
||||
-- queue and reset actions timer.'
|
||||
if not dialogue.responses then
|
||||
npc.unlock_actions(self)
|
||||
end
|
||||
-- Check if dialogue has responses. If it doesn't, unlock the actions
|
||||
-- queue and reset actions timer.'
|
||||
if not dialogue.responses then
|
||||
npc.unlock_actions(self)
|
||||
end
|
||||
|
||||
-- Check if there are responses, then show multi-option dialogue if there are
|
||||
if dialogue.responses then
|
||||
@ -512,22 +519,22 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
|
||||
)
|
||||
end
|
||||
|
||||
-- Dialogue object processed successfully
|
||||
return true
|
||||
-- Dialogue object processed successfully
|
||||
return true
|
||||
end
|
||||
|
||||
function npc.dialogue.create_option_dialogue(prompt, options, actions)
|
||||
local result = {}
|
||||
result.text = prompt
|
||||
result.responses = {}
|
||||
for i = 1, #options do
|
||||
table.insert(result.responses, {text = options[i], action_type="function", action=actions[i]})
|
||||
end
|
||||
return result
|
||||
local result = {}
|
||||
result.text = prompt
|
||||
result.responses = {}
|
||||
for i = 1, #options do
|
||||
table.insert(result.responses, {text = options[i], action_type="function", action=actions[i]})
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
-- Functions for rotating NPC to look at player
|
||||
-- Functions for rotating NPC to look at player
|
||||
-- (taken from the mobs_redo API)
|
||||
-----------------------------------------------------------------------------
|
||||
local atan = function(x)
|
||||
@ -543,7 +550,7 @@ function npc.dialogue.rotate_npc_to_player(self)
|
||||
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()
|
||||
@ -571,38 +578,38 @@ end
|
||||
---------------------------------------------------------------------------------------
|
||||
-- This function locates a response object that has function on the dialogue tree.
|
||||
local function get_response_object_by_id_recursive(dialogue, current_depth, response_id)
|
||||
if dialogue.responses == nil
|
||||
and (dialogue.action_type == "dialogue" and dialoge.action.responses == nil) then
|
||||
return nil
|
||||
elseif dialogue.responses ~= nil then
|
||||
-- Get current depth and response ID
|
||||
local d_i1, d_i2 = string.find(response_id, ":")
|
||||
minetest.log("N1: "..dump(string.sub(response_id, 0, d_i1))..", N2: "..dump(string.sub(response_id, 1, d_i1-1)))
|
||||
local depth = tonumber(string.sub(response_id, 0, d_i1-1))
|
||||
local id = tonumber(string.sub(response_id, d_i2 + 1))
|
||||
minetest.log("Depth: "..dump(depth)..", id: "..dump(id))
|
||||
-- Check each response
|
||||
for key,value in ipairs(dialogue.responses) do
|
||||
minetest.log("Key: "..dump(key)..", value: "..dump(value)..", comp1: "..dump(current_depth == depth))
|
||||
if value.action_type == "function" then
|
||||
-- Check if we are on correct response and correct depth
|
||||
if current_depth == depth then
|
||||
if key == id then
|
||||
return value
|
||||
end
|
||||
end
|
||||
else
|
||||
minetest.log("Entering again...")
|
||||
-- We have a dialogue action type. Need to check if dialogue has further responses
|
||||
if value.action.responses ~= nil then
|
||||
local response = get_response_object_by_id_recursive(value.action, current_depth + 1, response_id)
|
||||
if response ~= nil then
|
||||
return response
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if dialogue.responses == nil
|
||||
and (dialogue.action_type == "dialogue" and dialoge.action.responses == nil) then
|
||||
return nil
|
||||
elseif dialogue.responses ~= nil then
|
||||
-- Get current depth and response ID
|
||||
local d_i1, d_i2 = string.find(response_id, ":")
|
||||
--minetest.log("N1: "..dump(string.sub(response_id, 0, d_i1))..", N2: "..dump(string.sub(response_id, 1, d_i1-1)))
|
||||
local depth = tonumber(string.sub(response_id, 0, d_i1-1))
|
||||
local id = tonumber(string.sub(response_id, d_i2 + 1))
|
||||
--minetest.log("Depth: "..dump(depth)..", id: "..dump(id))
|
||||
-- Check each response
|
||||
for key,value in ipairs(dialogue.responses) do
|
||||
--minetest.log("Key: "..dump(key)..", value: "..dump(value)..", comp1: "..dump(current_depth == depth))
|
||||
if value.action_type == "function" then
|
||||
-- Check if we are on correct response and correct depth
|
||||
if current_depth == depth then
|
||||
if key == id then
|
||||
return value
|
||||
end
|
||||
end
|
||||
else
|
||||
--minetest.log("Entering again...")
|
||||
-- We have a dialogue action type. Need to check if dialogue has further responses
|
||||
if value.action.responses ~= nil then
|
||||
local response = get_response_object_by_id_recursive(value.action, current_depth + 1, response_id)
|
||||
if response ~= nil then
|
||||
return response
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Handler for dialogue formspec
|
||||
@ -615,8 +622,8 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
|
||||
if fields then
|
||||
local player_response = npc.dialogue.dialogue_results.yes_no_dialogue[player_name]
|
||||
|
||||
-- Unlock queue, reset action timer and unfreeze NPC.
|
||||
npc.unlock_actions(player_response.npc)
|
||||
-- Unlock queue, reset action timer and unfreeze NPC.
|
||||
npc.unlock_actions(player_response.npc)
|
||||
|
||||
if fields.yes_option then
|
||||
player_response.yes_callback()
|
||||
@ -634,46 +641,46 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
|
||||
-- Get player response
|
||||
local player_response = npc.dialogue.dialogue_results.options_dialogue[player_name]
|
||||
|
||||
-- Check if the player hit the negative option or esc button
|
||||
if fields["exit"] or fields["quit"] == "true" then
|
||||
-- Unlock queue, reset action timer and unfreeze NPC.
|
||||
npc.unlock_actions(player_response.npc)
|
||||
end
|
||||
-- Check if the player hit the negative option or esc button
|
||||
if fields["exit"] or fields["quit"] == "true" then
|
||||
-- Unlock queue, reset action timer and unfreeze NPC.
|
||||
npc.unlock_actions(player_response.npc)
|
||||
end
|
||||
|
||||
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.npc,
|
||||
player_response.options[i].action,
|
||||
player_name)
|
||||
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)
|
||||
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_custom_trade_dialogue == true then
|
||||
-- Functions for a custom trade should be available from the same dialogue
|
||||
-- object as they are created on demand
|
||||
minetest.log("Player response: "..dump(player_response.options[i]))
|
||||
player_response.options[i].action(player_response.npc, player)
|
||||
.responses[player_response.options[i].response_id]
|
||||
.action(player_response.npc, player)
|
||||
elseif player_response.is_custom_trade_dialogue == true then
|
||||
-- Functions for a custom trade should be available from the same dialogue
|
||||
-- object as they are created on demand
|
||||
minetest.log("Player response: "..dump(player_response.options[i]))
|
||||
player_response.options[i].action(player_response.npc, player)
|
||||
else
|
||||
-- Get dialogue from registered dialogues
|
||||
local dialogue = npc.dialogue.registered_dialogues[player_response.options[i].dialogue_id]
|
||||
local response = get_response_object_by_id_recursive(dialogue, 0, player_response.options[i].response_id)
|
||||
|
||||
-- Execute function
|
||||
response.action(player_response.npc, player)
|
||||
local response = get_response_object_by_id_recursive(dialogue, 0, player_response.options[i].response_id)
|
||||
|
||||
-- Unlock queue, reset action timer and unfreeze NPC.
|
||||
npc.unlock_actions(player_response.npc)
|
||||
-- Execute function
|
||||
response.action(player_response.npc, player)
|
||||
|
||||
-- Unlock queue, reset action timer and unfreeze NPC.
|
||||
npc.unlock_actions(player_response.npc)
|
||||
end
|
||||
end
|
||||
return
|
||||
|
7
npc.lua
7
npc.lua
@ -344,6 +344,8 @@ function npc.initialize(entity, pos, is_lua_entity, npc_stats, occupation_name)
|
||||
favorite_items = npc.relationships.select_random_favorite_items(ent.sex, "phase1"),
|
||||
-- Choose disliked items. Choose phase1 per default
|
||||
disliked_items = npc.relationships.select_random_disliked_items(ent.sex),
|
||||
-- Enable/disable gift item hints dialogue lines
|
||||
enable_gift_items_hints = true
|
||||
}
|
||||
|
||||
-- Flag that determines if NPC can have a relationship
|
||||
@ -845,7 +847,8 @@ npc.schedule_properties = {
|
||||
take_item = "take_item",
|
||||
trader_status = "trader_status",
|
||||
can_receive_gifts = "can_receive_gifts",
|
||||
flag = "flag"
|
||||
flag = "flag",
|
||||
enable_gift_items_hints = "enable_gift_items_hints"
|
||||
}
|
||||
|
||||
local function get_time_in_hours()
|
||||
@ -1012,6 +1015,8 @@ function npc.schedule_change_property(self, property, args)
|
||||
self.flags[args.flag_name] = false
|
||||
end
|
||||
end
|
||||
elseif property == npc.schedule_properties.enable_gift_item_hints then
|
||||
self.gift_data.enable_gift_items_hints = args.value
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -30,6 +30,9 @@
|
||||
-- occupation that can be used to initialize NPCs. The format is the following:
|
||||
-- {
|
||||
-- dialogues = {
|
||||
-- enable_gift_item_dialogues = true,
|
||||
-- -- This flag enables/disables gift item dialogues.
|
||||
-- -- If not set, it defaults to true.
|
||||
-- type = "",
|
||||
-- -- The type can be "given", "mix" or "tags"
|
||||
-- data = {},
|
||||
@ -374,6 +377,11 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
|
||||
|
||||
-- Initialize dialogues
|
||||
if def.dialogues then
|
||||
-- Check for gift item dialogues enable
|
||||
if def.dialogues.disable_gift_item_dialogues then
|
||||
self.dialogues.hints = {}
|
||||
end
|
||||
|
||||
local dialogue_keys = {}
|
||||
-- Check which type of dialogues we have
|
||||
if def.dialogues.type == "given" and def.dialogues.keys then
|
||||
@ -421,11 +429,20 @@ function npc.occupations.initialize_occupation_values(self, occupation_name)
|
||||
end
|
||||
end
|
||||
|
||||
-- Initialize trader status
|
||||
if def.initial_trader_status then
|
||||
self.trader_data.trader_status = def.initial_trader_status
|
||||
-- Initialize properties
|
||||
minetest.log("def.properties: "..dump(def.properties))
|
||||
if def.properties then
|
||||
-- Initialize trader status
|
||||
if def.properties.initial_trader_status then
|
||||
self.trader_data.trader_status = def.properties.initial_trader_status
|
||||
end
|
||||
-- Enable/disable gift items hints
|
||||
if def.properties.enable_gift_items_hints ~= nil then
|
||||
self.gift_data.enable_gift_items_hints = def.properties.enable_gift_items_hints
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Initialize schedule entries
|
||||
if def.schedules_entries and table.getn(npc.utils.get_map_keys(def.schedules_entries)) > 0 then
|
||||
-- Create schedule in NPC
|
||||
|
Loading…
Reference in New Issue
Block a user