Relationships: Added married NPC dialogue

This commit is contained in:
zorman2000 2016-12-04 15:00:55 -05:00
parent f956101f61
commit a3b463ff26
4 changed files with 115 additions and 75 deletions

View File

@ -16,10 +16,11 @@ Phase 1: Gifts and relationships: In progress
- Eventually, an NPC can fall in love with that player and marry him/her
- Relationships among NPCs should be possible too
Phase 2: Dialogues: In progress
Phase 2: Dialogues: Completed
- NPCs should be able to perform complex dialogues:
- Specific dialogues on certain environment flag (so that events can change what an NPC says
- Use yes/no or multiple option dialogue boxes to interact with player
- Answers and responses by player
TODO: Specific dialogues on certain environment flag (so that events can change what an NPC says
Phase 3: Trading
- NPCs should be able to trade, either buy or sell items to/from player and other NPCs

View File

@ -20,7 +20,11 @@ npc.dialogue.dialogue_results = {
--------------------------------------------------------------------
-- 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, responses, dismiss_option_label, player_name)
function npc.dialogue.show_options_dialogue(self,
responses,
is_married_dialogue,
dismiss_option_label,
player_name)
local options_length = table.getn(responses) + 1
local formspec_height = (options_length * 0.7) + 0.7
local formspec = "size[7,"..tostring(formspec_height).."]"
@ -39,6 +43,7 @@ function npc.dialogue.show_options_dialogue(self, responses, dismiss_option_labe
-- Create entry on options_dialogue table
npc.dialogue.dialogue_results.options_dialogue[player_name] = {
npc = self,
is_married_dialogue = is_married_dialogue,
options = responses
}
@ -70,45 +75,39 @@ 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,
favorite_items,
disliked_items,
only_hints)
function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items, disliked_items)
local result = {
normal = {},
hints = {}
}
if only_hints == false then
local dialogues = npc.data.DIALOGUES.female
if sex == npc.MALE then
dialogues = npc.data.DIALOGUES.male
end
dialogues = dialogues[phase]
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)
-- 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
local dialogue_id = math.random(1, #dialogues)
result.normal[i] = dialogues[dialogue_id]
for i = 1,number_of_dialogues do
local dialogue_id = math.random(1, #dialogues)
result.normal[i] = dialogues[dialogue_id]
-- Check if this particular dialogue has responses
if result.normal[i].responses then
-- Check each response to see if they have action_type == "function".
-- This way the indices for this particular response will be stored
-- and the function can be retrieved for execution later.
for key,value in ipairs(result.normal[i].responses) do
if value.action_type == "function" then
result.normal[i].responses[key].dialogue_id = dialogue_id
result.normal[i].responses[key].response_id = key
minetest.log("Storing dialogue and response id: "
..dump(result.normal[i].responses[key]))
end
-- Check if this particular dialogue has responses
if result.normal[i].responses then
-- Check each response to see if they have action_type == "function".
-- This way the indices for this particular response will be stored
-- and the function can be retrieved for execution later.
for key,value in ipairs(result.normal[i].responses) do
if value.action_type == "function" then
result.normal[i].responses[key].dialogue_id = dialogue_id
result.normal[i].responses[key].response_id = key
minetest.log("Storing dialogue and response id: "
..dump(result.normal[i].responses[key]))
end
end
end
end
@ -132,11 +131,19 @@ end
-- This function will choose randomly a dialogue from the NPC data
-- and process it.
function npc.dialogue.start_dialogue(self, player)
function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
-- Choose a dialogue randomly
-- TODO: Add support for favorite items hints
-- Add support for flags
-- TODO: Add support for flags
local dialogue = {}
-- Construct dialogue for marriage
if npc.get_relationship_phase(self, player:get_player_name()) == "phase6"
and show_married_dialogue == true then
dialogue = npc.MARRIED_NPC_DIALOGUE
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
return
end
local chance = math.random(1, 100)
if chance < 90 then
dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
@ -159,7 +166,8 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
if dialogue.responses then
npc.dialogue.show_options_dialogue(
self,
dialogue.responses,
dialogue.responses,
dialogue.is_married_dialogue,
npc.dialogue.NEGATIVE_ANSWER_LABEL,
player_name
)
@ -243,21 +251,20 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
elseif player_response.options[i].action_type == "function" then
-- Execute function - get it directly from definition
-- Find NPC relationship phase with player
local phase = nil
for i = 1, #player_response.npc.relationships do
if player_name == player_response.npc.relationships[i].name then
phase = player_response.npc.relationships[i].phase
break
local phase = npc.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
npc.MARRIED_NPC_DIALOGUE.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
else
-- Get dialogues for sex and phase
local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
-- Execute function
dialogues[player_response.options[i].dialogue_id]
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
end
end
-- Get dialogues for sex and phase
local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
-- Execute function
dialogues[player_response.options[i].dialogue_id]
.responses[player_response.options[i].response_id]
.action(player_response.npc, player_name)
end
return
end

74
npc.lua
View File

@ -143,7 +143,41 @@ npc.DISLIKED_ITEMS = {
hint = "If I really hate something, that's cobblestone!"}
}
}
-- Married NPC dialogue definition
npc.MARRIED_NPC_DIALOGUE = {
text = "Hi darling!",
is_married_dialogue = true,
responses = {
[1] = {
text = "Let's talk!",
action_type = "function",
response_id = 1,
action = function(self, player)
npc.start_dialogue(self, player, false)
end
},
[2] = {
text = "Honey, can you wait for me here?",
action_type = "function",
response_id = 2,
action = function(self, player)
self.order = "stand"
minetest.chat_send_player(player:get_player_name(), S("Ok dear, I will wait here for you."))
end
},
[3] = {
text = "Come with me, please!",
action_type = "function",
response_id = 3,
action = function(self, player)
self.order = "follow"
minetest.chat_send_player(player:get_player_name(), S("Ok, let's go!"))
end
}
}
}
mobs.npc_drops = {
"default:pick_steel", "mobs:meat", "default:sword_steel",
"default:shovel_steel", "farming:bread", "bucket:bucket_water"
@ -169,7 +203,7 @@ local function get_entity_wielded_item(entity)
end
-- Function to get relationship phase
function npc.get_relationship_phase(points)
function npc.get_relationship_phase_by_points(points)
if points > npc.RELATIONSHIP_PHASE["phase5"].limit then
return "phase6"
elseif points > npc.RELATIONSHIP_PHASE["phase4"].limit then
@ -339,7 +373,7 @@ local function update_relationship(self, clicker_name, modifier)
if self.relationships[i].name == clicker_name then
self.relationships[i].points = self.relationships[i].points + modifier
local current_phase = self.relationships[i].phase
self.relationships[i].phase = npc.get_relationship_phase(self.relationships[i].points)
self.relationships[i].phase = npc.get_relationship_phase_by_points(self.relationships[i].points)
if current_phase ~= self.relationships[i].phase then
self.gift_data.favorite_items =
select_random_favorite_items(self.sex, self.relationships[i].phase)
@ -362,6 +396,16 @@ local function check_relationship_exists(self, clicker_name)
return false
end
-- Returns the relationship phase given the name of the player
function npc.get_relationship_phase(self, clicker_name)
for i = 1, #self.relationships do
if clicker_name == self.relationships[i].name then
return self.relationships[i].phase
end
end
return nil
end
-- Checks if NPC can receive gifts
local function check_npc_can_receive_gift(self, clicker_name)
for i = 1, #self.relationships do
@ -431,7 +475,7 @@ local function show_receive_gift_reaction(self, item_name, modifier, clicker_nam
local pos = self.object:getpos()
-- Positive modifier (favorite items) reactions
if modifier >= 0 then
local phase = npc.get_relationship_phase(points)
local phase = npc.get_relationship_phase_by_points(points)
if phase == "phase3" then
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 2, "heart.png")
elseif phase == "phase4" then
@ -631,25 +675,14 @@ local function dialogue_relationship_update(self, clicker)
end
-- Chat functions
local function start_dialogue(self, clicker)
function npc.start_dialogue(self, clicker, show_married_dialogue)
-- Call chat function as normal
npc.dialogue.start_dialogue(self, clicker)
npc.dialogue.start_dialogue(self, clicker, show_married_dialogue)
-- Check and update relationship if needed
dialogue_relationship_update(self, clicker)
-- Married player can tell NPC to follow or to stay at a given place
-- TODO: Improve this. There should be a dialogue box for this
-- if self.owner and self.owner == name then
-- if self.order == "follow" then
-- self.order = "stand"
-- minetest.chat_send_player(name, S("Ok dear, I will wait here for you."))
-- else
-- self.order = "follow"
-- minetest.chat_send_player(name, S("Let's go honey!"))
-- end
-- end
end
@ -735,12 +768,12 @@ mobs:register_mob("advanced_npc:npc", {
end,
npc.dialogue.NEGATIVE_ANSWER_LABEL,
function()
start_dialogue(self, clicker)
npc.start_dialogue(self, clicker, true)
end,
name
)
else
start_dialogue(self, clicker)
npc.start_dialogue(self, clicker, true)
end
end,
@ -828,8 +861,7 @@ local function npc_spawn(self, pos)
ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
"phase1",
ent.gift_data.favorite_items,
ent.gift_data.disliked_items,
false)
ent.gift_data.disliked_items)
minetest.log(dump(ent))

View File

@ -32,8 +32,8 @@ npc.data.DIALOGUES.female["phase1"] = {
[1] = {
text = "No, never before",
action_type = "function",
action = function(self, player_name)
minetest.chat_send_player(player_name, "Oh, never? How come! You should."..
action = function(self, player)
minetest.chat_send_player(player:get_player_name(), "Oh, never? How come! You should."..
"\nHere, take this. It will guide you to the sea...")
end
},
@ -79,8 +79,8 @@ npc.data.DIALOGUES.male["phase1"] = {
[1] = {
text = "No, never before",
action_type = "function",
action = function(npc, player_name)
minetest.chat_send_player(player_name, "Then you are not worth my time.")
action = function(npc, player)
minetest.chat_send_player(player:get_player_name(), "Then you are not worth my time.")
end
},
[2] = {