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

@@ -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