Dialogues: Re-write dialogues to allow Minetest's like registration system instead of the actual table lookup system. In general, dialogues now are registered in similar fashion as nodes, entities and others are registered in Minetest.

Relationships: Re-write to the way favorite/disliked items are defined, now allow Minetest's like registration as well.
Random data: Random data now includes registrations for gift items and dialogues.
This commit is contained in:
Hector Franqui
2017-07-13 19:01:28 -04:00
parent bf935fd091
commit e79fb91ff3
7 changed files with 1274 additions and 675 deletions

View File

@ -37,6 +37,40 @@ npc.relationships.RELATIONSHIP_PHASE["phase2"] = {limit = 25}
npc.relationships.RELATIONSHIP_PHASE["phase3"] = {limit = 45}
npc.relationships.RELATIONSHIP_PHASE["phase4"] = {limit = 70}
npc.relationships.RELATIONSHIP_PHASE["phase5"] = {limit = 100}
npc.relationships.GIFT_ITEM_LIKED = "liked"
npc.relationships.GIFT_ITEM_DISLIKED = "disliked"
npc.relationships.GIFT_ITEM_HINT = "hint"
npc.relationships.GIFT_ITEM_RESPONSE = "response"
-- Favorite and disliked items tables
npc.relationships.gift_items = {
liked = {
female = {
["phase1"] = {},
["phase2"] = {},
["phase3"] = {},
["phase4"] = {},
["phase5"] = {},
["phase6"] = {}
},
male = {
["phase1"] = {},
["phase2"] = {},
["phase3"] = {},
["phase4"] = {},
["phase5"] = {},
["phase6"] = {}
}
},
disliked = {
female = {},
male = {}
}
}
npc.relationships.DEFAULT_RESPONSE_NO_GIFT_RECEIVE =
"Thank you, but I don't need anything for now."
-- Married NPC dialogue definition
npc.relationships.MARRIED_NPC_DIALOGUE = {
@ -90,6 +124,96 @@ function npc.relationships.get_relationship_phase_by_points(points)
end
end
-- Registration functions
-----------------------------------------------------------------------------
-- Items can be registered to be part of the gift system using the
-- below function. The def is the following:
-- {
-- dialogues = {
-- liked = {
-- -- ^ This is an array of the following table:
-- [1] = {dialogue_type="", sex="", text=""}
-- -- ^ dialogue_type: defines is this is a hint or a response.
-- -- valid values are: "hint", "response"
-- -- sex: valid values are: "male", female"
-- -- text: the dialogue text
-- },
-- disliked = {
-- -- ^ This is an array with the same type of tables as above
-- }
-- }
-- }
function npc.relationships.register_favorite_item(item_name, phase, sex, def)
local dialogues = {}
-- Register dialogues based on the hints and responses
-- Liked
for i = 1, #def.hints do
table.insert(dialogues, {
text = def.hints[i],
tags = {phase, item_name, sex,
npc.dialogue.tags.GIFT_ITEM_HINT, npc.dialogue.tags.GIFT_ITEM_LIKED}
})
end
for i = 1, #def.responses do
table.insert(dialogues, {
text = def.responses[i],
tags = {phase, item_name, sex,
npc.dialogue.tags.GIFT_ITEM_RESPONSE, npc.dialogue.tags.GIFT_ITEM_LIKED}
})
end
-- Register all dialogues
for i = 1, #dialogues do
npc.dialogue.register_dialogue(dialogues[i])
end
-- Insert item into table
table.insert(npc.relationships.gift_items.liked[sex][phase], item_name)
end
function npc.relationships.register_disliked_item(item_name, sex, def)
local dialogues = {}
-- Register dialogues based on the hints and responses
-- Liked
for i = 1, #def.hints do
table.insert(dialogues, {
text = def.hints[i],
tags = {item_name, sex,
npc.dialogue.tags.GIFT_ITEM_HINT, npc.dialogue.tags.GIFT_ITEM_UNLIKED}
})
end
for i = 1, #def.responses do
table.insert(dialogues, {
text = def.responses[i],
tags = {item_name, sex,
npc.dialogue.tags.GIFT_ITEM_RESPONSE, npc.dialogue.tags.GIFT_ITEM_UNLIKED}
})
end
-- Register all dialogues
for i = 1, #dialogues do
npc.dialogue.register_dialogue(dialogues[i])
end
-- Insert item into table
table.insert(npc.relationships.gift_items.disliked[sex], item_name)
end
function npc.relationships.get_dialogues_for_gift_item(item_name, dialogue_type, item_type, sex, phase)
local tags = {
[1] = item_name,
[2] = dialogue_type,
[3] = item_type,
[4] = sex
}
if phase ~= nil then
tags[5] = phase
end
minetest.log("Searching with tags: "..dump(tags))
return npc.dialogue.search_dialogue_by_tags(tags, true)
end
-- Returns the response message for a given item
function npc.relationships.get_response_for_favorite_item(item_name, sex, phase)
local items = npc.FAVORITE_ITEMS.female
@ -144,7 +268,7 @@ end
-- Relationship functions
---------------------------------------------------------------------------------------
-----------------------------------------------------------------------------
-- This function selects two random items from the npc.favorite_items table
-- It checks for sex and phase for choosing the items
@ -152,18 +276,19 @@ function npc.relationships.select_random_favorite_items(sex, phase)
local result = {}
local items = {}
-- Filter sex
if sex == npc.FEMALE then
items = npc.FAVORITE_ITEMS.female
else
items = npc.FAVORITE_ITEMS.male
end
-- -- Filter sex
-- if sex == npc.FEMALE then
-- items = npc.FAVORITE_ITEMS.female
-- else
-- items = npc.FAVORITE_ITEMS.male
-- end
-- Select the phase
items = items[phase]
-- items = items[phase]
items = npc.relationships.gift_items.liked[sex][phase]
result.fav1 = items[math.random(1, #items)].item
result.fav2 = items[math.random(1, #items)].item
result.fav1 = items[math.random(1, #items)]
result.fav2 = items[math.random(1, #items)]
return result
end
@ -174,15 +299,16 @@ function npc.relationships.select_random_disliked_items(sex)
local result = {}
local items = {}
-- Filter sex
if sex == npc.FEMALE then
items = npc.DISLIKED_ITEMS.female
else
items = npc.DISLIKED_ITEMS.male
end
-- -- Filter sex
-- if sex == npc.FEMALE then
-- items = npc.DISLIKED_ITEMS.female
-- else
-- items = npc.DISLIKED_ITEMS.male
-- end
items = npc.relationships.gift_items.disliked[sex]
result.dis1 = items[math.random(1, #items)].item
result.dis2 = items[math.random(1, #items)].item
result.dis1 = items[math.random(1, #items)]
result.dis2 = items[math.random(1, #items)]
return result
end
@ -233,10 +359,8 @@ local function update_relationship(self, clicker_name, modifier)
npc.relationships.select_random_favorite_items(self.sex, self.relationships[i].phase)
-- Re-select dialogues per new
self.dialogues =
npc.dialogue.select_random_dialogues_for_npc(self.sex,
self.relationships[i].phase,
self.gift_data.favorite_items,
self.gift_data.disliked_items)
npc.dialogue.select_random_dialogues_for_npc(self,
self.relationships[i].phase)
return true
end
return false
@ -352,14 +476,22 @@ local function show_receive_gift_reaction(self, item_name, modifier, clicker_nam
-- Send message
-- TODO: There might be an error with getting the message...
--minetest.log("Item_name: "..dump(item_name)..", sex: "..dump(self.sex)..", phase: "..dump(phase))
local message_to_send =
npc.relationships.get_response_for_favorite_item(item_name, self.sex, phase)
local message_to_send = npc.relationships.get_dialogues_for_gift_item(
item_name,
npc.relationships.GIFT_ITEM_RESPONSE,
npc.relationships.GIFT_ITEM_LIKED,
self.sex,
phase)
npc.chat(self.npc_name, clicker_name, message_to_send)
-- Disliked items reactions
elseif modifier < 0 then
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "default_item_smoke.png")
--minetest.log("Item name: "..item_name..", sex: "..self.sex)
local message_to_send = npc.relationships.get_response_for_disliked_item(item_name, self.sex)
local message_to_send = npc.relationships.get_dialogues_for_gift_item(
item_name,
npc.relationships.GIFT_ITEM_RESPONSE,
npc.relationships.GIFT_ITEM_DISLIKED,
self.sex)
npc.chat(self.npc_name, clicker_name, message_to_send)
end
@ -390,7 +522,7 @@ function npc.relationships.receive_gift(self, clicker)
-- and that with only a certain chance. The self.owner is to whom is married
-- this NPC... he he.
if get_relationship_points(self, clicker_name) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit
and self.owner ~= clicker_name
and item:get_name() ~= "advanced_npc:marriage_ring" then
npc.chat(self.npc_name, clicker_name,
@ -401,7 +533,7 @@ function npc.relationships.receive_gift(self, clicker)
reset_gift_timer(self, clicker_name)
return true
elseif get_relationship_points(self, clicker_name) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit
and item:get_name() == "advanced_npc:marriage_ring" then
-- If the player/entity is offering a marriage ring, then NPC will accept with a 50%
-- chance to marry the clicker
@ -425,21 +557,20 @@ function npc.relationships.receive_gift(self, clicker)
else
npc.chat(self.npc_name, clicker_name,
"Dear, I feel the same as you. But maybe not yet...")
end
-- Reset gift timer
reset_gift_timer(self, clicker_name)
return true
end
-- Marriage gifts: except for disliked items, all product a 0.5 * npc.ITEM_GIFT_EFFECT
-- Disliked items cause only a -1 point effect
-- Disliked items cause only a -0.5 point effect
if get_relationship_points(self, clicker_name) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
local modifier = 0.5 * npc.ITEM_GIFT_EFFECT
-- Check for disliked items
if item:get_name() == self.gift_data.disliked_items.dis1
or item:get_name() == self.gift_data.disliked_items.dis2 then
modifier = -1
modifier = -0.5
show_receive_gift_reaction(self, item:get_name(), modifier, clicker_name, false)
elseif item:get_name() == self.gift_data.favorite_items.fav1
or item:get_name() == self.gift_data.favorite_items.fav2 then