Relationships: Added married NPC dialogue
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f956101f61
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a3b463ff26
@ -16,10 +16,11 @@ Phase 1: Gifts and relationships: In progress
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- Eventually, an NPC can fall in love with that player and marry him/her
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- Relationships among NPCs should be possible too
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Phase 2: Dialogues: In progress
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Phase 2: Dialogues: Completed
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- NPCs should be able to perform complex dialogues:
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- Specific dialogues on certain environment flag (so that events can change what an NPC says
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- Use yes/no or multiple option dialogue boxes to interact with player
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- Answers and responses by player
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TODO: Specific dialogues on certain environment flag (so that events can change what an NPC says
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Phase 3: Trading
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- NPCs should be able to trade, either buy or sell items to/from player and other NPCs
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103
dialogue.lua
103
dialogue.lua
@ -20,7 +20,11 @@ npc.dialogue.dialogue_results = {
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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, responses, dismiss_option_label, player_name)
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function npc.dialogue.show_options_dialogue(self,
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responses,
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is_married_dialogue,
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dismiss_option_label,
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player_name)
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local options_length = table.getn(responses) + 1
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local formspec_height = (options_length * 0.7) + 0.7
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local formspec = "size[7,"..tostring(formspec_height).."]"
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@ -39,6 +43,7 @@ function npc.dialogue.show_options_dialogue(self, responses, dismiss_option_labe
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-- Create entry on options_dialogue table
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npc.dialogue.dialogue_results.options_dialogue[player_name] = {
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npc = self,
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is_married_dialogue = is_married_dialogue,
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options = responses
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}
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@ -70,45 +75,39 @@ 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,
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phase,
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favorite_items,
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disliked_items,
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only_hints)
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function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items, disliked_items)
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local result = {
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normal = {},
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hints = {}
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}
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if only_hints == false then
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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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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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-- 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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local dialogue_id = math.random(1, #dialogues)
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result.normal[i] = dialogues[dialogue_id]
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for i = 1,number_of_dialogues do
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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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minetest.log("Storing dialogue and response id: "
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..dump(result.normal[i].responses[key]))
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end
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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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minetest.log("Storing dialogue and response id: "
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..dump(result.normal[i].responses[key]))
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end
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end
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end
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end
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@ -132,11 +131,19 @@ 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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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 favorite items hints
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-- Add support for flags
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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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if npc.get_relationship_phase(self, player:get_player_name()) == "phase6"
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and show_married_dialogue == true then
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dialogue = npc.MARRIED_NPC_DIALOGUE
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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return
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end
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local chance = math.random(1, 100)
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if chance < 90 then
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dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
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@ -159,7 +166,8 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
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if dialogue.responses then
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npc.dialogue.show_options_dialogue(
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self,
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dialogue.responses,
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dialogue.responses,
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dialogue.is_married_dialogue,
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npc.dialogue.NEGATIVE_ANSWER_LABEL,
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player_name
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)
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@ -243,21 +251,20 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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elseif player_response.options[i].action_type == "function" then
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-- Execute function - get it directly from definition
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-- Find NPC relationship phase with player
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local phase = nil
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for i = 1, #player_response.npc.relationships do
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if player_name == player_response.npc.relationships[i].name then
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phase = player_response.npc.relationships[i].phase
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break
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local phase = npc.get_relationship_phase(player_response.npc, player_name)
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-- Check if NPC is married and the married NPC dialogue should be shown
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if phase == "phase6" and player_response.is_married_dialogue == true then
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npc.MARRIED_NPC_DIALOGUE.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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else
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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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-- 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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end
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end
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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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-- 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_name)
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end
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return
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end
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74
npc.lua
74
npc.lua
@ -143,7 +143,41 @@ npc.DISLIKED_ITEMS = {
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hint = "If I really hate something, that's cobblestone!"}
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}
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}
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-- Married NPC dialogue definition
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npc.MARRIED_NPC_DIALOGUE = {
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text = "Hi darling!",
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is_married_dialogue = true,
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responses = {
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[1] = {
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text = "Let's talk!",
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action_type = "function",
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response_id = 1,
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action = function(self, player)
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npc.start_dialogue(self, player, false)
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end
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},
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[2] = {
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text = "Honey, can you wait for me here?",
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action_type = "function",
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response_id = 2,
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action = function(self, player)
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self.order = "stand"
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minetest.chat_send_player(player:get_player_name(), S("Ok dear, I will wait here for you."))
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end
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},
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[3] = {
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text = "Come with me, please!",
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action_type = "function",
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response_id = 3,
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action = function(self, player)
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self.order = "follow"
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minetest.chat_send_player(player:get_player_name(), S("Ok, let's go!"))
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end
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}
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}
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}
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mobs.npc_drops = {
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"default:pick_steel", "mobs:meat", "default:sword_steel",
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"default:shovel_steel", "farming:bread", "bucket:bucket_water"
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@ -169,7 +203,7 @@ local function get_entity_wielded_item(entity)
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end
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-- Function to get relationship phase
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function npc.get_relationship_phase(points)
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function npc.get_relationship_phase_by_points(points)
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if points > npc.RELATIONSHIP_PHASE["phase5"].limit then
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return "phase6"
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elseif points > npc.RELATIONSHIP_PHASE["phase4"].limit then
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@ -339,7 +373,7 @@ local function update_relationship(self, clicker_name, modifier)
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if self.relationships[i].name == clicker_name then
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self.relationships[i].points = self.relationships[i].points + modifier
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local current_phase = self.relationships[i].phase
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self.relationships[i].phase = npc.get_relationship_phase(self.relationships[i].points)
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self.relationships[i].phase = npc.get_relationship_phase_by_points(self.relationships[i].points)
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if current_phase ~= self.relationships[i].phase then
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self.gift_data.favorite_items =
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select_random_favorite_items(self.sex, self.relationships[i].phase)
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@ -362,6 +396,16 @@ local function check_relationship_exists(self, clicker_name)
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return false
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end
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-- Returns the relationship phase given the name of the player
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function npc.get_relationship_phase(self, clicker_name)
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for i = 1, #self.relationships do
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if clicker_name == self.relationships[i].name then
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return self.relationships[i].phase
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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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-- Checks if NPC can receive gifts
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local function check_npc_can_receive_gift(self, clicker_name)
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for i = 1, #self.relationships do
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@ -431,7 +475,7 @@ local function show_receive_gift_reaction(self, item_name, modifier, clicker_nam
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local pos = self.object:getpos()
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-- Positive modifier (favorite items) reactions
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if modifier >= 0 then
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local phase = npc.get_relationship_phase(points)
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local phase = npc.get_relationship_phase_by_points(points)
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if phase == "phase3" then
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 2, "heart.png")
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elseif phase == "phase4" then
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@ -631,25 +675,14 @@ local function dialogue_relationship_update(self, clicker)
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end
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-- Chat functions
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local function start_dialogue(self, clicker)
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function npc.start_dialogue(self, clicker, show_married_dialogue)
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-- Call chat function as normal
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npc.dialogue.start_dialogue(self, clicker)
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npc.dialogue.start_dialogue(self, clicker, show_married_dialogue)
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-- Check and update relationship if needed
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dialogue_relationship_update(self, clicker)
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-- Married player can tell NPC to follow or to stay at a given place
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-- TODO: Improve this. There should be a dialogue box for this
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-- if self.owner and self.owner == name then
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-- if self.order == "follow" then
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-- self.order = "stand"
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-- minetest.chat_send_player(name, S("Ok dear, I will wait here for you."))
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-- else
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-- self.order = "follow"
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-- minetest.chat_send_player(name, S("Let's go honey!"))
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-- end
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-- end
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end
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@ -735,12 +768,12 @@ mobs:register_mob("advanced_npc:npc", {
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end,
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npc.dialogue.NEGATIVE_ANSWER_LABEL,
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function()
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start_dialogue(self, clicker)
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npc.start_dialogue(self, clicker, true)
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end,
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name
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)
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else
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start_dialogue(self, clicker)
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npc.start_dialogue(self, clicker, true)
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end
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end,
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@ -828,8 +861,7 @@ local function npc_spawn(self, pos)
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ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
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"phase1",
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ent.gift_data.favorite_items,
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ent.gift_data.disliked_items,
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false)
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ent.gift_data.disliked_items)
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minetest.log(dump(ent))
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@ -32,8 +32,8 @@ npc.data.DIALOGUES.female["phase1"] = {
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[1] = {
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text = "No, never before",
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action_type = "function",
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action = function(self, player_name)
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minetest.chat_send_player(player_name, "Oh, never? How come! You should."..
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action = function(self, player)
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minetest.chat_send_player(player:get_player_name(), "Oh, never? How come! You should."..
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"\nHere, take this. It will guide you to the sea...")
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end
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},
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@ -79,8 +79,8 @@ npc.data.DIALOGUES.male["phase1"] = {
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[1] = {
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text = "No, never before",
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action_type = "function",
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action = function(npc, player_name)
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minetest.chat_send_player(player_name, "Then you are not worth my time.")
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action = function(npc, player)
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minetest.chat_send_player(player:get_player_name(), "Then you are not worth my time.")
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end
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},
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[2] = {
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