Dialogues: Fix bug with NPCs being frozen if 'Esc' button was pressed to exit dialogue

This commit is contained in:
Hector Franqui 2017-06-29 19:01:03 -04:00
parent 6141af11aa
commit bf935fd091
1 changed files with 48 additions and 48 deletions

View File

@ -45,10 +45,10 @@ 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,
dialogue,
dismiss_option_label,
player_name)
local responses = dialogue.responses
dialogue,
dismiss_option_label,
player_name)
local responses = dialogue.responses
local options_length = table.getn(responses) + 1
local formspec_height = (options_length * 0.7) + 0.4
local formspec = "size[7,"..tostring(formspec_height).."]"
@ -81,22 +81,22 @@ end
-- This function is used for showing a yes/no dialogue formspec
function npc.dialogue.show_yes_no_dialogue(self,
prompt,
positive_answer_label,
positive_callback,
negative_answer_label,
negative_callback,
player_name)
positive_answer_label,
positive_callback,
negative_answer_label,
negative_callback,
player_name)
npc.lock_actions(self)
npc.lock_actions(self)
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.."]"
"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[player_name] = {
npc = self,
npc = self,
yes_callback = positive_callback,
no_callback = negative_callback
}
@ -418,8 +418,8 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
if fields then
local player_response = npc.dialogue.dialogue_results.yes_no_dialogue[player_name]
-- Unlock queue, reset action timer and unfreeze NPC.
npc.unlock_actions(player_response.npc)
-- Unlock queue, reset action timer and unfreeze NPC.
npc.unlock_actions(player_response.npc)
if fields.yes_option then
player_response.yes_callback()
@ -437,11 +437,11 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
-- Get player response
local player_response = npc.dialogue.dialogue_results.options_dialogue[player_name]
-- Check if the player hit the negative option
if fields["exit"] then
-- Unlock queue, reset action timer and unfreeze NPC.
npc.unlock_actions(player_response.npc)
end
-- Check if the player hit the negative option or esc button
if fields["exit"] or fields["quit"] == "true" then
-- Unlock queue, reset action timer and unfreeze NPC.
npc.unlock_actions(player_response.npc)
end
for i = 1, #player_response.options do
local button_label = "opt"..tostring(i)
@ -476,36 +476,36 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
end
return
elseif player_response.is_dedicated_trade_dialogue == true then
-- Get the functions for a dedicated trader prompt
npc.trade.DEDICATED_TRADER_PROMPT
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
return
elseif player_response.is_custom_trade_dialogue == true then
-- Functions for a custom trade should be available from the same dialogue
-- object as it is created in memory
minetest.log("Player response: "..dump(player_response.options[i]))
player_response.options[i].action(player_response.npc, player)
else
-- Get dialogues for sex and phase
local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
return
elseif player_response.is_dedicated_trade_dialogue == true then
-- Get the functions for a dedicated trader prompt
npc.trade.DEDICATED_TRADER_PROMPT
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
return
elseif player_response.is_custom_trade_dialogue == true then
-- Functions for a custom trade should be available from the same dialogue
-- object as it is created in memory
minetest.log("Player response: "..dump(player_response.options[i]))
player_response.options[i].action(player_response.npc, player)
else
-- Get dialogues for sex and phase
local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
minetest.log("Object: "..dump(dialogues[player_response.options[i].dialogue_id]))
local response = get_response_object_by_id_recursive(dialogues[player_response.options[i].dialogue_id], 0, player_response.options[i].response_id)
minetest.log("Found: "..dump(response))
-- Execute function
response.action(player_response.npc, player)
minetest.log("Object: "..dump(dialogues[player_response.options[i].dialogue_id]))
local response = get_response_object_by_id_recursive(dialogues[player_response.options[i].dialogue_id], 0, player_response.options[i].response_id)
minetest.log("Found: "..dump(response))
-- Execute function
response.action(player_response.npc, player)
-- Execute function
-- dialogues[player_response.options[i].dialogue_id]
-- .responses[player_response.options[i].response_id]
-- .action(player_response.npc, player)
-- Execute function
-- dialogues[player_response.options[i].dialogue_id]
-- .responses[player_response.options[i].response_id]
-- .action(player_response.npc, player)
-- Unlock queue, reset action timer and unfreeze NPC.
npc.unlock_actions(player_response.npc)
-- Unlock queue, reset action timer and unfreeze NPC.
npc.unlock_actions(player_response.npc)
end
end