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
This commit is contained in:
zorman2000 2016-12-01 14:37:00 -05:00
parent 46e3d2543b
commit 762337cc6d
5 changed files with 206 additions and 37 deletions

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@ -1,28 +1,4 @@
-- NPC Chat code by Zorman2000 -- NPC dialogue code by Zorman2000
-- Chat system consists of chatline and options objects that are re-used to create a conversation.
-- The objects are the following:
--
-- chatline = { text = "", options = {}, name = "", flag = "" }
-- 1. text: What the NPC says on this chat line
-- 2. options: What the player can answer to the chat line. Options are of another type of chat lines.
-- If you want the player to have no options to answer, set to nil
-- 3. name: The name of the NPC that will use this line. Use this when you want a specific NPC
-- to speak this line.
-- 4. flag: When the NPC speaks this line, this flag will be set into the entity's metadata.
--
-- options = { opt = "", answer = { chatline }
-- 1. opt: The text that the player can say to the NPC
-- 2. answer: A chatline object (as described above)
--
-- Example of conversation hierarchy
-- chat_options = {
-- chatline1 = { text = "Q1", options = {
-- option1 = { opt = "O1", answer = {
-- chatline = { text = "A1", options = nil }
-- }
-- },
-- chatline2 = { text = "Q2", options = nil }
-- }
npc.dialogue = {} npc.dialogue = {}
@ -34,9 +10,11 @@ npc.dialogue.dialogue_results = {
yes_no_dialogue = {} yes_no_dialogue = {}
} }
--------------------------------------------------------------------- -- Dialogue box definitions
-- Creates a formspec for dialog -- The dialogue boxes are used for the player to interact with the
-- NPC in dialogues.
-------------------------------------------------------------------- --------------------------------------------------------------------
-- Multi-option dialogue
local function create_formspec(options, close_option) local function create_formspec(options, close_option)
local options_length = table.getn(options) + 1 local options_length = table.getn(options) + 1
local formspec_height = (options_length * 0.7) + 1 local formspec_height = (options_length * 0.7) + 1
@ -76,10 +54,9 @@ function npc.dialogue.show_yes_no_dialogue(prompt,
minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec) minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec)
end end
--------------------------------------------------------------------- -- Dialogue methods
-- Returns all chatlines for a specific NPC -- Returns all chatlines for a specific NPC
--------------------------------------------------------------------- function npc.dialogue.select_random_dialogues_for_npc(sex, )
local function get_chatline_for_npc(chat_options, npc_name)
local result = {} local result = {}
for i,chatline in ipairs(chat_options) do for i,chatline in ipairs(chat_options) do
if chatline.name == npc_name then if chatline.name == npc_name then

189
dialogue.lua Normal file
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@ -0,0 +1,189 @@
-- NPC dialogue code by Zorman2000
npc.dialogue = {}
npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX = "Yes, give "
npc.dialogue.NEGATIVE_ANSWER_LABEL = "Nevermind"
npc.dialogue.MIN_DIALOGUES = 2
npc.dialogue.MAX_DIALOGUES = 4
-- This table contains the answers of dialogue boxes
npc.dialogue.dialogue_results = {
yes_no_dialogue = {}
}
-- Dialogue box definitions
-- The dialogue boxes are used for the player to interact with the
-- NPC in dialogues.
--------------------------------------------------------------------
-- Multi-option dialogue
local function create_formspec(options, close_option)
local options_length = table.getn(options) + 1
local formspec_height = (options_length * 0.7) + 1
local formspec = "size[7,"..tostring(formspec_height).."]"
for i, opt in ipairs(options) do
local y = 0.7;
if i > 1 then
y = (y * i)
end
formspec = formspec.."button[0.5,"..y..";6,0.5;opt"..tostring(i)..";"..options[i].opt.."]"
end
formspec = formspec.."button_exit[0.5,"..(formspec_height - 1)..";6,0.5;exit;"..close_option.."]"
return formspec
end
-- This function is used for showing a yes/no dialogue formspec
function npc.dialogue.show_yes_no_dialogue(prompt,
positive_answer_label,
positive_callback,
negative_answer_label,
negative_callback,
player_name)
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.."]"
-- Create entry into responses table
npc.dialogue.dialogue_results.yes_no_dialogue[1] = {
name = player_name,
response = "",
yes_callback = positive_callback,
no_callback = negative_callback
}
minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec)
end
-- Dialogue methods
-- Select random dialogue objects for an NPC based on sex
-- and the relationship phase with player
function npc.dialogue.select_random_dialogues_for_npc(sex, phase)
local result = {}
local dialogues = npc.data.DIALOGUES.female
if sex == npc.MALE then
dialogues = npc.data.DIALOGUES.male
end
dialogues = dialogues[phase]
-- Determine how many dialogue lines the NPC will have
local number_of_dialogues = math.random(npc.dialogue.MIN_DIALOGUES, npc.dialogue.MAX_DIALOGUES)
for i = 1,number_of_dialogues do
result[i] = dialogues[math.random(1, #dialogues)]
end
return result
end
-- This function will choose randomly a dialogue from the NPC data
-- and process it.
function npc.dialogue.start_dialogue(self, player)
-- Choose a dialogue randomly
local dialogue = self.dialogues[math.random(1, #self.dialogues)]
npc.dialogue.process_dialogue(dialogue, player:get_player_name())
end
-- This function processes a dialogue object and performs
-- actions depending on what is defined in the object
function npc.dialogue.process_dialogue(dialogue, player_name)
-- Send dialogue line
if dialogue.text then
minetest.chat_send_player(player_name, dialogue.text)
end
-- TODO: Add support for flag, multi-option dialogue
-- and their actions
end
-----------------------------------------------------------------------------
-- Functions for rotating NPC to look at player (taken from the API itself)
-----------------------------------------------------------------------------
local atan = function(x)
if x ~= x then
return 0
else
return math.atan(x)
end
end
local function rotate_npc_to_player(self)
local s = self.object:getpos()
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()
break
end
end
if lp then
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + math.pi
end
end
self.object:setyaw(yaw)
end
---------------------------------------------------------------------
-- Drives conversation
---------------------------------------------------------------------
local function show_chat_option(npc_name, self, player_name, chat_options, close_option)
rotate_npc_to_player(self)
self.order = "stand"
local chatline = get_random_chatline(chat_options)
minetest.chat_send_player(player_name, chatline.text)
if chatline.options ~= nil then
minetest.log("Current options: "..dump(chatline.options))
local formspec = create_formspec(chatline.options, close_option)
minetest.show_formspec(player_name, "rndform", formspec)
end
self.order = "follow"
end
-- Function to get response by player name
local function get_yes_no_dialogue_response_by_player_name(player_name)
for i = 1,#npc.dialogue.dialogue_results.yes_no_dialogue do
local current_result = npc.dialogue.dialogue_results.yes_no_dialogue[i]
if current_result.name == player_name then
return current_result
end
end
return nil
end
-- Handler for chat formspec
minetest.register_on_player_receive_fields(function (player, formname, fields)
-- Additional checks for other forms should be handled here
if formname == "advanced_npc:yes_no" then
local player_name = player:get_player_name()
if fields then
local player_response = get_yes_no_dialogue_response_by_player_name(player_name)
if fields.yes_option then
player_response.response = true
player_response.yes_callback()
elseif fields.no_option then
player_response.response = false
player_response.no_callback()
end
minetest.log(player_name.." chose response: "
..dump(get_yes_no_dialogue_response_by_player_name(player_name).response))
end
end
end)

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@ -25,7 +25,7 @@ mobs.intllib = S
-- NPC -- NPC
dofile(path .. "/npc.lua") dofile(path .. "/npc.lua")
dofile(path .. "/chat.lua") dofile(path .. "/dialogue.lua")
dofile(path .. "/random_data.lua") dofile(path .. "/random_data.lua")
--dofile(path .. "/trader.lua") --dofile(path .. "/trader.lua")

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@ -613,17 +613,17 @@ mobs:register_mob("advanced_npc:npc", {
npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX..item_name, npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX..item_name,
function() function()
if receive_gift(self, clicker) == false then if receive_gift(self, clicker) == false then
start_chat(self, clicker) npc.dialogue.start_dialogue(self, clicker)
end end
end, end,
npc.dialogue.NEGATIVE_ANSWER_LABEL, npc.dialogue.NEGATIVE_ANSWER_LABEL,
function() function()
start_chat(self, clicker) npc.dialogue.start_dialogue(self, clicker)
end, end,
name name
) )
else else
start_chat(self, clicker) npc.dialogue.start_dialogue(self, clicker)
end end
end, end,
@ -703,6 +703,9 @@ local function npc_spawn(self, pos)
-- Determines if NPC is married or not -- Determines if NPC is married or not
ent.is_married_to = nil ent.is_married_to = nil
-- Initialize dialogues
ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex, "phase1")
minetest.log(dump(ent)) minetest.log(dump(ent))
-- Refreshes entity -- Refreshes entity

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@ -4,7 +4,7 @@
npc.data = {} npc.data = {}
npc.data.DIALOGUES = { npc.data.DIALOGUES = {
female = {} female = {},
male = {} male = {}
} }
@ -33,8 +33,8 @@ npc.data.DIALOGUES.female["phase1"] = {
text = "No, never before", text = "No, never before",
action_type = "function", action_type = "function",
action = function(player_name, item) action = function(player_name, item)
minetest.chat_send_player(player_name, "Oh, never? How come! You should. minetest.chat_send_player(player_name, "Oh, never? How come! You should."..
\nHere, take this. It will guide you to the sea...") "\nHere, take this. It will guide you to the sea...")
end end
}, },
{ {