Dialogues: Added function to select random dialogues for NPCs from random data.
Modified NPCs so random dialogues are chosen on initialization. Added function to start a dialogue, choosing randomly NPCs dialogues. Changed NPC code to use new dialogue code
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189
dialogue.lua
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189
dialogue.lua
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-- NPC dialogue code by Zorman2000
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npc.dialogue = {}
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npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX = "Yes, give "
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npc.dialogue.NEGATIVE_ANSWER_LABEL = "Nevermind"
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npc.dialogue.MIN_DIALOGUES = 2
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npc.dialogue.MAX_DIALOGUES = 4
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-- This table contains the answers of dialogue boxes
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npc.dialogue.dialogue_results = {
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yes_no_dialogue = {}
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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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-- Multi-option dialogue
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local function create_formspec(options, close_option)
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local options_length = table.getn(options) + 1
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local formspec_height = (options_length * 0.7) + 1
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local formspec = "size[7,"..tostring(formspec_height).."]"
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for i, opt in ipairs(options) do
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local y = 0.7;
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if i > 1 then
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y = (y * i)
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end
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formspec = formspec.."button[0.5,"..y..";6,0.5;opt"..tostring(i)..";"..options[i].opt.."]"
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end
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formspec = formspec.."button_exit[0.5,"..(formspec_height - 1)..";6,0.5;exit;"..close_option.."]"
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return formspec
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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(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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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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-- Create entry into responses table
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npc.dialogue.dialogue_results.yes_no_dialogue[1] = {
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name = player_name,
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response = "",
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yes_callback = positive_callback,
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no_callback = negative_callback
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}
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minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec)
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end
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-- Dialogue methods
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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)
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local result = {}
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local dialogues = npc.data.DIALOGUES.female
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if sex == npc.MALE then
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dialogues = npc.data.DIALOGUES.male
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end
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dialogues = dialogues[phase]
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-- Determine how many dialogue lines the NPC will have
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local number_of_dialogues = math.random(npc.dialogue.MIN_DIALOGUES, npc.dialogue.MAX_DIALOGUES)
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for i = 1,number_of_dialogues do
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result[i] = dialogues[math.random(1, #dialogues)]
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end
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return result
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end
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-- This function will choose randomly a dialogue from the NPC data
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-- and process it.
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function npc.dialogue.start_dialogue(self, player)
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-- Choose a dialogue randomly
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local dialogue = self.dialogues[math.random(1, #self.dialogues)]
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npc.dialogue.process_dialogue(dialogue, player:get_player_name())
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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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function npc.dialogue.process_dialogue(dialogue, player_name)
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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, dialogue.text)
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end
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-- TODO: Add support for flag, multi-option dialogue
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-- and their actions
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end
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-----------------------------------------------------------------------------
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-- Functions for rotating NPC to look at player (taken from the API itself)
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-----------------------------------------------------------------------------
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local atan = function(x)
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if x ~= x then
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return 0
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else
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return math.atan(x)
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end
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end
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local function rotate_npc_to_player(self)
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local s = self.object:getpos()
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local objs = minetest.get_objects_inside_radius(s, 4)
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local lp = nil
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local yaw = 0
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for n = 1, #objs do
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if objs[n]:is_player() then
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lp = objs[n]:getpos()
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break
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end
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end
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if lp then
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local vec = {
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x = lp.x - s.x,
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
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if lp.x > s.x then
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yaw = yaw + math.pi
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end
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end
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self.object:setyaw(yaw)
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end
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---------------------------------------------------------------------
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-- Drives conversation
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---------------------------------------------------------------------
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local function show_chat_option(npc_name, self, player_name, chat_options, close_option)
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rotate_npc_to_player(self)
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self.order = "stand"
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local chatline = get_random_chatline(chat_options)
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minetest.chat_send_player(player_name, chatline.text)
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if chatline.options ~= nil then
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minetest.log("Current options: "..dump(chatline.options))
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local formspec = create_formspec(chatline.options, close_option)
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minetest.show_formspec(player_name, "rndform", formspec)
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end
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self.order = "follow"
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end
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-- Function to get response by player name
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local function get_yes_no_dialogue_response_by_player_name(player_name)
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for i = 1,#npc.dialogue.dialogue_results.yes_no_dialogue do
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local current_result = npc.dialogue.dialogue_results.yes_no_dialogue[i]
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if current_result.name == player_name then
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return current_result
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end
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end
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return nil
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end
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-- Handler for chat 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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if formname == "advanced_npc:yes_no" then
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local player_name = player:get_player_name()
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if fields then
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local player_response = get_yes_no_dialogue_response_by_player_name(player_name)
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if fields.yes_option then
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player_response.response = true
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player_response.yes_callback()
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elseif fields.no_option then
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player_response.response = false
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player_response.no_callback()
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end
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minetest.log(player_name.." chose response: "
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..dump(get_yes_no_dialogue_response_by_player_name(player_name).response))
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end
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end
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end)
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