Relationships: Added married NPC dialogue
This commit is contained in:
74
npc.lua
74
npc.lua
@ -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))
|
||||
|
||||
|
Reference in New Issue
Block a user