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:
Hector Franqui 2017-09-05 19:02:50 -04:00
parent 8e5d6d03f4
commit 6c3988a731
3 changed files with 251 additions and 222 deletions

View File

@ -11,10 +11,10 @@ npc.dialogue.MIN_DIALOGUES = 2
npc.dialogue.MAX_DIALOGUES = 4
npc.dialogue.dialogue_type = {
married = 1,
casual_trade = 2,
dedicated_trade = 3,
custom_trade = 4
married = 1,
casual_trade = 2,
dedicated_trade = 3,
custom_trade = 4
}
-- This table contains the answers of dialogue boxes
@ -47,8 +47,8 @@ npc.dialogue.tags = {
-- Occupation-based tags - these are one-to-one with the
-- default occupation names
BASIC = "basic", -- Dialogues related to the basic occupation should
-- use this. As basic occupation is generic, any occupation
-- should be able to use these dialogues.
-- use this. As basic occupation is generic, any occupation
-- should be able to use these dialogues.
DEFAULT_FARMER = "default_farmer",
DEFAULT_COOKER = "default_cooker"
}
@ -125,25 +125,25 @@ npc.dialogue.cache = {}
-- each response that features a function. This is to be able to locate the
-- function easily later
local function set_response_ids_recursively(dialogue, depth, dialogue_id)
-- Base case: dialogue object with no responses and no responses below it
if dialogue.responses == nil
and (dialogue.action_type == "dialogue" and dialogue.action.responses == nil) then
return
elseif dialogue.responses ~= nil then
-- Assign a response ID to each response
local response_id_prefix = tostring(depth)..":"
for key,value in ipairs(dialogue.responses) do
if value.action_type == "function" then
value.response_id = response_id_prefix..key
value.dialogue_id = dialogue_id
else
-- We have a dialogue action type. Need to check if dialogue has further responses
if value.action.responses ~= nil then
set_response_ids_recursively(value.action, depth + 1, dialogue_id)
end
end
end
end
-- Base case: dialogue object with no responses and no responses below it
if dialogue.responses == nil
and (dialogue.action_type == "dialogue" and dialogue.action.responses == nil) then
return
elseif dialogue.responses ~= nil then
-- Assign a response ID to each response
local response_id_prefix = tostring(depth)..":"
for key,value in ipairs(dialogue.responses) do
if value.action_type == "function" then
value.response_id = response_id_prefix..key
value.dialogue_id = dialogue_id
else
-- We have a dialogue action type. Need to check if dialogue has further responses
if value.action.responses ~= nil then
set_response_ids_recursively(value.action, depth + 1, dialogue_id)
end
end
end
end
end
-- The register dialogue function will just receive the definition as
@ -161,7 +161,7 @@ function npc.dialogue.register_dialogue(def)
set_response_ids_recursively(def, 0, dialogue_id)
def.key = dialogue_id
-- Insert dialogue into table
table.insert(npc.dialogue.registered_dialogues, def)
return dialogue_id
@ -212,9 +212,9 @@ function npc.dialogue.get_cached_dialogue_key(_cache_key, tags)
if not key then
-- Search for the dialogue
local dialogues = npc.dialogue.search_dialogue_by_tags(tags, true)
key = npc.utils.get_map_keys(dialogues)[1]
-- Populate cache
npc.dialogue.cache[cache_key] = key
key = npc.utils.get_map_keys(dialogues)[1]
-- Populate cache
npc.dialogue.cache[cache_key] = key
-- Return key
return key
else
@ -230,13 +230,13 @@ end
--------------------------------------------------------------------------------------
-- 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,
dialogue_key,
dialogue,
dismiss_option_label,
player_name)
local responses = dialogue.responses
local options_length = table.getn(responses) + 1
function npc.dialogue.show_options_dialogue(self,
dialogue_key,
dialogue,
dismiss_option_label,
player_name)
local responses = dialogue.responses
local options_length = table.getn(responses) + 1
local formspec_height = (options_length * 0.7) + 0.4
local formspec = "size[7,"..tostring(formspec_height).."]"
@ -246,20 +246,20 @@ function npc.dialogue.show_options_dialogue(self,
y = (0.75 * i)
end
formspec = formspec.."button_exit[0.5,"
..(y - 0.5)..";6,0.5;opt"..tostring(i)..";"..responses[i].text.."]"
..(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.."]"
..(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,
dialogue = dialogue,
dialogue_key = dialogue_key,
is_married_dialogue =
(dialogue.dialogue_type == npc.dialogue.dialogue_type.married),
is_custom_trade_dialogue =
(dialogue.dialogue_type == npc.dialogue.dialogue_type.custom_trade),
is_married_dialogue =
(dialogue.dialogue_type == npc.dialogue.dialogue_type.married),
is_custom_trade_dialogue =
(dialogue.dialogue_type == npc.dialogue.dialogue_type.custom_trade),
casual_trade_type = dialogue.casual_trade_type,
options = responses
}
@ -269,23 +269,23 @@ end
-- This function is used for showing a yes/no dialogue formspec
function npc.dialogue.show_yes_no_dialogue(self,
prompt,
positive_answer_label,
positive_callback,
negative_answer_label,
negative_callback,
player_name)
prompt,
positive_answer_label,
positive_callback,
negative_answer_label,
negative_callback,
player_name)
npc.lock_actions(self)
npc.lock_actions(self)
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.."]"
"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] = {
npc = self,
npc = self,
yes_callback = positive_callback,
no_callback = negative_callback
}
@ -334,7 +334,7 @@ function npc.dialogue.select_random_dialogues_for_npc(self, phase)
self.gift_data.favorite_items["fav"..tostring(i)],
npc.dialogue.tags.GIFT_ITEM_HINT,
npc.dialogue.tags.GIFT_ITEM_LIKED,
self.sex,
self.sex,
phase_tag)
for key, value in pairs(hints) do
result.hints[i] = key
@ -359,31 +359,31 @@ end
-- This function creates a multi-option dialogue from the custom trades that the
-- NPC have.
function npc.dialogue.create_custom_trade_options(self, player)
-- Create the action for each option
local actions = {}
for i = 1, #self.trader_data.custom_trades do
table.insert(actions,
function()
npc.trade.show_custom_trade_offer(self, player, self.trader_data.custom_trades[i])
end)
end
-- Default text to be shown for dialogue prompt
local text = npc.trade.CUSTOM_TRADES_PROMPT_TEXT
-- Get the options from each custom trade entry
local options = {}
if #self.trader_data.custom_trades == 1 then
table.insert(options, self.trader_data.custom_trades[1].button_prompt)
text = self.trader_data.custom_trades[1].option_prompt
else
for i = 1, #self.trader_data.custom_trades do
table.insert(options, self.trader_data.custom_trades[i].button_prompt)
end
end
-- Create dialogue object
local dialogue = npc.dialogue.create_option_dialogue(text, options, actions)
dialogue.dialogue_type = npc.dialogue.dialogue_type.custom_trade
-- Create the action for each option
local actions = {}
for i = 1, #self.trader_data.custom_trades do
table.insert(actions,
function()
npc.trade.show_custom_trade_offer(self, player, self.trader_data.custom_trades[i])
end)
end
-- Default text to be shown for dialogue prompt
local text = npc.trade.CUSTOM_TRADES_PROMPT_TEXT
-- Get the options from each custom trade entry
local options = {}
if #self.trader_data.custom_trades == 1 then
table.insert(options, self.trader_data.custom_trades[1].button_prompt)
text = self.trader_data.custom_trades[1].option_prompt
else
for i = 1, #self.trader_data.custom_trades do
table.insert(options, self.trader_data.custom_trades[i].button_prompt)
end
end
-- Create dialogue object
local dialogue = npc.dialogue.create_option_dialogue(text, options, actions)
dialogue.dialogue_type = npc.dialogue.dialogue_type.custom_trade
return dialogue
return dialogue
end
-- This function will choose randomly a dialogue from the NPC data
@ -394,17 +394,17 @@ function npc.dialogue.start_dialogue(self, player, show_married_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())
and show_married_dialogue == true then
dialogue = npc.relationships.MARRIED_NPC_DIALOGUE
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
return
end
end
-- Show options dialogue for dedicated trader
if self.trader_data.trader_status == npc.trade.TRADER then
dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.DEDICATED_TRADER_DIALOGUE)
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
return
dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.DEDICATED_TRADER_DIALOGUE)
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
return
end
local chance = math.random(1, 100)
@ -414,92 +414,99 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
-- If NPC has custom trading options, these will be
-- shown as well with equal chance as the casual
-- buy/sell options
if self.trader_data.trader_status == npc.trade.NONE then
-- Show custom trade options if available
if table.getn(self.trader_data.custom_trades) > 0 then
-- Show custom trade options
dialogue = npc.dialogue.create_custom_trade_options(self, player)
else
-- If not available, choose normal dialogue
dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
end
elseif self.trader_data.trader_status == npc.trade.CASUAL then
local max_trade_chance = 2
if table.getn(self.trader_data.custom_trades) > 0 then
max_trade_chance = 3
end
-- Show buy/sell with 50% chance each
local trade_chance = math.random(1, max_trade_chance)
if trade_chance == 1 then
-- Show casual buy dialogue
dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.CASUAL_BUY_DIALOGUE)
elseif trade_chance == 2 then
-- Show casual sell dialogue
dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.CASUAL_SELL_DIALOGUE)
elseif trade_chance == 3 then
-- Show custom trade options
dialogue = npc.dialogue.create_custom_trade_options(self, player)
end
end
if self.trader_data.trader_status == npc.trade.NONE then
-- Show custom trade options if available
if table.getn(self.trader_data.custom_trades) > 0 then
-- Show custom trade options
dialogue = npc.dialogue.create_custom_trade_options(self, player)
else
-- If not available, choose normal dialogue
dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
end
elseif self.trader_data.trader_status == npc.trade.CASUAL then
local max_trade_chance = 2
if table.getn(self.trader_data.custom_trades) > 0 then
max_trade_chance = 3
end
-- Show buy/sell with 50% chance each
local trade_chance = math.random(1, max_trade_chance)
if trade_chance == 1 then
-- Show casual buy dialogue
dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.CASUAL_BUY_DIALOGUE)
elseif trade_chance == 2 then
-- Show casual sell dialogue
dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.CASUAL_SELL_DIALOGUE)
elseif trade_chance == 3 then
-- Show custom trade options
dialogue = npc.dialogue.create_custom_trade_options(self, player)
end
end
elseif chance >= 30 and chance < 90 then
-- Choose a random dialogue from the common ones
-- Choose a random dialogue from the common ones
dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
elseif chance >= 90 then
-- Choose a random dialogue line from the favorite/disliked item hints
dialogue = self.dialogues.hints[math.random(1, 4)]
-- Check if gift items hints are enabled
minetest.log("Self gift data enable: "..dump(self.gift_data.enable_gift_items_hints))
if self.gift_data.enable_gift_items_hints then
-- Choose a random dialogue line from the favorite/disliked item hints
dialogue = self.dialogues.hints[math.random(1, 4)]
else
-- Choose a random dialogue from the common ones
dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
end
end
local dialogue_result = npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
if dialogue_result == false then
-- Try to find another dialogue line
npc.dialogue.start_dialogue(self, player, show_married_dialogue)
end
if dialogue_result == false then
-- Try to find another dialogue line
npc.dialogue.start_dialogue(self, player, show_married_dialogue)
end
end
-- This function processes a dialogue object and performs
-- actions depending on what is defined in the object
-- actions depending on what is defined in the object
function npc.dialogue.process_dialogue(self, dialogue, player_name)
-- Freeze NPC actions
npc.lock_actions(self)
-- Freeze NPC actions
npc.lock_actions(self)
local dialogue_key = -1
local dialogue_key = -1
if type(dialogue) ~= "table" then
dialogue_key = dialogue
dialogue = npc.dialogue.registered_dialogues[dialogue]
--minetest.log("Found dialogue: "..dump(dialogue))
end
if type(dialogue) ~= "table" then
dialogue_key = dialogue
dialogue = npc.dialogue.registered_dialogues[dialogue]
--minetest.log("Found dialogue: "..dump(dialogue))
end
-- Check if this dialogue has a flag definition
if dialogue.flag then
-- Check if the NPC has this flag
local flag_value = npc.get_flag(self, dialogue.flag.name)
if flag_value ~= nil then
-- Check if value of the flag is equal to the expected value
if flag_value ~= dialogue.flag.value then
-- Do not process this dialogue
return false
end
else
if (type(dialogue.flag.value) == "boolean" and dialogue.flag.value ~= false)
or (type(dialogue.flag.value) == "number" and dialogue.flag.value > 0) then
-- Do not process this dialogue
return false
end
end
end
-- Check if the NPC has this flag
local flag_value = npc.get_flag(self, dialogue.flag.name)
if flag_value ~= nil then
-- Check if value of the flag is equal to the expected value
if flag_value ~= dialogue.flag.value then
-- Do not process this dialogue
return false
end
else
if (type(dialogue.flag.value) == "boolean" and dialogue.flag.value ~= false)
or (type(dialogue.flag.value) == "number" and dialogue.flag.value > 0) then
-- Do not process this dialogue
return false
end
end
end
-- 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

View File

@ -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

View File

@ -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