Dialogue: full support for flag-based dialogues.
Added support for nested dialogue trees. Trade: (WIP) Refactor code to support dedicated trading.
This commit is contained in:
159
dialogue.lua
159
dialogue.lua
@@ -1,4 +1,20 @@
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-- NPC dialogue code by Zorman2000
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-- Dialogue definitions:
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-- TODO: Complete
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-- {
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-- text: "",
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-- ^ The "spoken" dialogue line
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-- flag:
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-- ^ If the flag with the specified name has the specified value
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-- then this dialogue is valid
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-- {
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-- name: ""
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-- ^ Name of the flag
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-- value:
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-- ^ Expected value of the flag. A flag can be a function. In such a case, it is
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-- expected the function will return this value.
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-- }
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-- }
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npc.dialogue = {}
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@@ -14,10 +30,11 @@ npc.dialogue.dialogue_results = {
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yes_no_dialogue = {}
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}
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---------------------------------------------------------------------------------------
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-- Dialogue box definitions
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-- The dialogue boxes are used for the player to interact with the
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-- NPC in dialogues.
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--------------------------------------------------------------------
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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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@@ -80,7 +97,35 @@ function npc.dialogue.show_yes_no_dialogue(self,
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minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec)
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end
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---------------------------------------------------------------------------------------
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-- Dialogue methods
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---------------------------------------------------------------------------------------
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-- This function sets a unique response ID (made of <depth>:<response index>) to
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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 r,esponses 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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-- Select random dialogue objects for an NPC based on sex
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-- and the relationship phase with player
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function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items, disliked_items)
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@@ -102,19 +147,7 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items
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local dialogue_id = math.random(1, #dialogues)
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result.normal[i] = dialogues[dialogue_id]
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-- Check if this particular dialogue has responses
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if result.normal[i].responses then
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-- Check each response to see if they have action_type == "function".
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-- This way the indices for this particular response will be stored
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-- and the function can be retrieved for execution later.
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for key,value in ipairs(result.normal[i].responses) do
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if value.action_type == "function" then
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result.normal[i].responses[key].dialogue_id = dialogue_id
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result.normal[i].responses[key].response_id = key
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end
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end
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end
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set_response_ids_recursively(result.normal[i], 0, dialogue_id)
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end
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-- Add item hints.
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@@ -139,7 +172,6 @@ end
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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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-- Choose a dialogue randomly
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-- TODO: Add support for flags
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local dialogue = {}
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-- Construct dialogue for marriage
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@@ -167,14 +199,20 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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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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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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end
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minetest.log("Chosen dialogue: "..dump(dialogue))
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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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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end
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-- This function processes a dialogue object and performs
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@@ -184,18 +222,37 @@ 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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-- 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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-- Send dialogue line
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if dialogue.text then
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minetest.chat_send_player(player_name, self.nametag..": "..dialogue.text)
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-- Check if dialogue has responses. If it doesn't, unlock the actions
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-- queue and reset actions timer.'
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minetest.log("Responses: "..dump(dialogue.responses))
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minetest.log("Condition: "..dump(not dialogue.responses))
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if not dialogue.responses then
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npc.unlock_actions(self)
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end
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end
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-- Check if dialogue has responses. If it doesn't, unlock the actions
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-- queue and reset actions timer.'
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if not dialogue.responses then
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npc.unlock_actions(self)
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end
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-- Check if there are responses, then show multi-option dialogue if there are
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if dialogue.responses then
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npc.dialogue.show_options_dialogue(
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@@ -208,6 +265,9 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
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player_name
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)
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end
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-- Dialogue object processed successfully
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return true
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end
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-----------------------------------------------------------------------------
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@@ -250,6 +310,45 @@ function npc.dialogue.rotate_npc_to_player(self)
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self.object:setyaw(yaw)
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end
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---------------------------------------------------------------------------------------
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-- Answer processing functions
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---------------------------------------------------------------------------------------
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-- This function locates a response object that has function on the dialogue tree.
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local function get_response_object_by_id_recursive(dialogue, current_depth, response_id)
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if dialogue.responses == nil
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and (dialogue.action_type == "dialogue" and dialoge.action.responses == nil) then
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return nil
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elseif dialogue.responses ~= nil then
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-- Get current depth and response ID
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local d_i1, d_i2 = string.find(response_id, ":")
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minetest.log("N1: "..dump(string.sub(response_id, 0, d_i1))..", N2: "..dump(string.sub(response_id, 1, d_i1-1)))
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local depth = tonumber(string.sub(response_id, 0, d_i1-1))
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local id = tonumber(string.sub(response_id, d_i2 + 1))
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minetest.log("Depth: "..dump(depth)..", id: "..dump(id))
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-- Check each response
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for key,value in ipairs(dialogue.responses) do
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minetest.log("Key: "..dump(key)..", value: "..dump(value)..", comp1: "..dump(current_depth == depth))
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if value.action_type == "function" then
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-- Check if we are on correct response and correct depth
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if current_depth == depth then
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if key == id then
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return value
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end
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end
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else
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minetest.log("Entering again...")
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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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local response = get_response_object_by_id_recursive(value.action, current_depth + 1, response_id)
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if response ~= nil then
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return response
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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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end
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-- Handler for dialogue formspec
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minetest.register_on_player_receive_fields(function (player, formname, fields)
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-- Additional checks for other forms should be handled here
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@@ -290,7 +389,6 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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if fields[button_label] then
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if player_response.options[i].action_type == "dialogue" then
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-- Process dialogue object
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minetest.log("Action: "..dump(player_response.options[i]))
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npc.dialogue.process_dialogue(player_response.npc,
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player_response.options[i].action,
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player_name)
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@@ -324,10 +422,17 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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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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minetest.log("Object: "..dump(dialogues[player_response.options[i].dialogue_id]))
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local response = get_response_object_by_id_recursive(dialogues[player_response.options[i].dialogue_id], 0, player_response.options[i].response_id)
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minetest.log("Found: "..dump(response))
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-- Execute function
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response.action(player_response.npc, player)
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-- Execute function
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dialogues[player_response.options[i].dialogue_id]
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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-- dialogues[player_response.options[i].dialogue_id]
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-- .responses[player_response.options[i].response_id]
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-- .action(player_response.npc, player)
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-- Unlock queue, reset action timer and unfreeze NPC.
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npc.unlock_actions(player_response.npc)
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