Relationships: completed support to increase relationship on talk. Implemented timer on this too.
Dialogues: Improved way responses are being stored into table for each player. Added support for multi option dialogue and the dialogue action as well. WIP in function action type. Cleaned up code.
This commit is contained in:
parent
eeabe601dd
commit
e89cd1e18d
99
dialogue.lua
99
dialogue.lua
@ -10,6 +10,7 @@ npc.dialogue.MAX_DIALOGUES = 4
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-- This table contains the answers of dialogue boxes
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-- This table contains the answers of dialogue boxes
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npc.dialogue.dialogue_results = {
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npc.dialogue.dialogue_results = {
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options_dialogue = {},
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yes_no_dialogue = {}
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yes_no_dialogue = {}
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}
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}
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@ -17,20 +18,28 @@ npc.dialogue.dialogue_results = {
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-- The dialogue boxes are used for the player to interact with the
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-- The dialogue boxes are used for the player to interact with the
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-- NPC in dialogues.
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-- NPC in dialogues.
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--------------------------------------------------------------------
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--------------------------------------------------------------------
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-- Multi-option dialogue
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-- Creates and shows a multi-option dialogue based on the number of responses
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local function create_formspec(options, close_option)
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-- that the dialogue object contains
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local options_length = table.getn(options) + 1
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function npc.dialogue.show_options_dialogue(responses, dismiss_option_label, player_name)
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local formspec_height = (options_length * 0.7) + 1
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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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local formspec = "size[7,"..tostring(formspec_height).."]"
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for i, opt in ipairs(options) do
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for i = 1, #responses do
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local y = 0.7;
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local y = 0.7;
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if i > 1 then
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if i > 1 then
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y = (y * i)
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y = (y * i)
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end
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end
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formspec = formspec.."button[0.5,"..y..";6,0.5;opt"..tostring(i)..";"..options[i].opt.."]"
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formspec = formspec.."button_exit[0.5,"..(y - 0.5)..";6,0.5;opt"..tostring(i)..";"..responses[i].text.."]"
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end
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end
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formspec = formspec.."button_exit[0.5,"..(formspec_height - 1)..";6,0.5;exit;"..close_option.."]"
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formspec = formspec.."button_exit[0.5,"..(formspec_height - 0.7)..";6,0.5;exit;"..dismiss_option_label.."]"
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return formspec
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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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options = responses
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}
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minetest.show_formspec(player_name, "advanced_npc:options", formspec)
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end
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end
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-- This function is used for showing a yes/no dialogue formspec
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-- This function is used for showing a yes/no dialogue formspec
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@ -47,9 +56,7 @@ function npc.dialogue.show_yes_no_dialogue(prompt,
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"button_exit[0.5,1.95;6,0.5;no_option;"..negative_answer_label.."]"
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"button_exit[0.5,1.95;6,0.5;no_option;"..negative_answer_label.."]"
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-- Create entry into responses table
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-- Create entry into responses table
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npc.dialogue.dialogue_results.yes_no_dialogue[1] = {
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npc.dialogue.dialogue_results.yes_no_dialogue[player_name] = {
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name = player_name,
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response = "",
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yes_callback = positive_callback,
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yes_callback = positive_callback,
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no_callback = negative_callback
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no_callback = negative_callback
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}
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}
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@ -93,6 +100,15 @@ function npc.dialogue.process_dialogue(dialogue, player_name)
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if dialogue.text then
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if dialogue.text then
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minetest.chat_send_player(player_name, dialogue.text)
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minetest.chat_send_player(player_name, dialogue.text)
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end
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end
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-- Check if there are responses, then show multi-option dialogue if there are
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if dialogue.responses then
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npc.dialogue.show_options_dialogue(
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dialogue.responses,
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npc.dialogue.NEGATIVE_ANSWER_LABEL,
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player_name
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)
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end
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-- TODO: Add support for flag, multi-option dialogue
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-- TODO: Add support for flag, multi-option dialogue
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-- and their actions
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-- and their actions
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end
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end
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@ -137,52 +153,45 @@ local function rotate_npc_to_player(self)
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self.object:setyaw(yaw)
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self.object:setyaw(yaw)
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end
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end
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---------------------------------------------------------------------
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-- Drives conversation
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---------------------------------------------------------------------
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local function show_chat_option(npc_name, self, player_name, chat_options, close_option)
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rotate_npc_to_player(self)
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self.order = "stand"
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local chatline = get_random_chatline(chat_options)
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minetest.chat_send_player(player_name, chatline.text)
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if chatline.options ~= nil then
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minetest.log("Current options: "..dump(chatline.options))
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local formspec = create_formspec(chatline.options, close_option)
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minetest.show_formspec(player_name, "rndform", formspec)
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end
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self.order = "follow"
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end
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-- Function to get response by player name
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local function get_yes_no_dialogue_response_by_player_name(player_name)
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for i = 1,#npc.dialogue.dialogue_results.yes_no_dialogue do
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local current_result = npc.dialogue.dialogue_results.yes_no_dialogue[i]
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if current_result.name == player_name then
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return current_result
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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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-- Handler for chat formspec
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-- Handler for chat formspec
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minetest.register_on_player_receive_fields(function (player, formname, fields)
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minetest.register_on_player_receive_fields(function (player, formname, fields)
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-- Additional checks for other forms should be handled here
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-- Additional checks for other forms should be handled here
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-- Handle yes/no dialogue
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if formname == "advanced_npc:yes_no" then
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if formname == "advanced_npc:yes_no" then
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local player_name = player:get_player_name()
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local player_name = player:get_player_name()
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if fields then
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if fields then
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local player_response = get_yes_no_dialogue_response_by_player_name(player_name)
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local player_response = npc.dialogue.dialogue_results.yes_no_dialogue[player_name]
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if fields.yes_option then
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if fields.yes_option then
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player_response.response = true
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player_response.yes_callback()
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player_response.yes_callback()
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elseif fields.no_option then
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elseif fields.no_option then
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player_response.response = false
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player_response.no_callback()
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player_response.no_callback()
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end
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end
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minetest.log(player_name.." chose response: "
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end
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..dump(get_yes_no_dialogue_response_by_player_name(player_name).response))
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end
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-- Manage options dialogue
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if formname == "advanced_npc:options" then
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local player_name = player:get_player_name()
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if fields then
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-- Get player response
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local player_response = npc.dialogue.dialogue_results.options_dialogue[player_name]
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for i = 1, #player_response.options do
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local button_label = "opt"..tostring(i)
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if fields[button_label] then
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if player_response.options[i].action_type == "dialogue" then
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-- Process dialogue object
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npc.dialogue.process_dialogue(player_response.options[i].action, player_name)
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elseif player_response.options[i].action_type == "function" then
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-- Execute function
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-- Bug: for some reason function is null
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player_response.options[i].action()
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end
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return
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end
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end
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end
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end
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end
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end
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83
npc.lua
83
npc.lua
@ -233,7 +233,8 @@ local function select_random_favorite_items(sex, phase)
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end
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end
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-- This function selects two random items from the npc.disliked_items table
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-- This function selects two random items from the npc.disliked_items table
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-- It checks for sex and phase for choosing the items
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-- It checks for sex for choosing the items. They stay the same for all
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-- phases
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local function select_random_disliked_items(sex)
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local function select_random_disliked_items(sex)
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local result = {}
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local result = {}
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local items = {}
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local items = {}
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@ -267,7 +268,9 @@ local function create_relationship(self, clicker_name)
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-- The amount of time without providing gift or talking that will decrease relationship points
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-- The amount of time without providing gift or talking that will decrease relationship points
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relationship_decrease_interval = npc.RELATIONSHIP_DECREASE_TIMER_INTERVAL,
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relationship_decrease_interval = npc.RELATIONSHIP_DECREASE_TIMER_INTERVAL,
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-- Current timer count for relationship decrease
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-- Current timer count for relationship decrease
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relationship_decrease_timer_value = 0
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relationship_decrease_timer_value = 0,
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-- Current timer count since last time player talked to NPC
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talk_timer_value = 0
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}
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}
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end
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end
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@ -327,6 +330,17 @@ local function check_npc_can_receive_gift(self, clicker_name)
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return nil
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return nil
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end
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end
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-- Checks if relationship can be updated by talking
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local function check_relationship_by_talk_timer_ready(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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return self.relationships[i].talk_timer_value >= self.relationships[i].gift_interval
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end
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end
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-- Not found
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return nil
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end
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-- Resets the gift timer
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-- Resets the gift timer
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local function reset_gift_timer(self, clicker_name)
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local function reset_gift_timer(self, clicker_name)
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for i = 1, #self.relationships do
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for i = 1, #self.relationships do
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@ -338,6 +352,16 @@ local function reset_gift_timer(self, clicker_name)
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end
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end
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end
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end
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-- Resets the talk timer
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local function reset_talk_timer(self, clicker_name)
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for i = 1, #self.relationships do
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if self.relationships[i].name == clicker_name then
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self.relationships[i].talk_timer_value = 0
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return
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end
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end
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end
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-- Resets the relationshop decrease timer
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-- Resets the relationshop decrease timer
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local function reset_relationship_decrease_timer(self, clicker_name)
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local function reset_relationship_decrease_timer(self, clicker_name)
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for i = 1, #self.relationships do
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for i = 1, #self.relationships do
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@ -529,7 +553,22 @@ end
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-- Relationships are slowly increased by talking, increases by +0.2.
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-- Relationships are slowly increased by talking, increases by +0.2.
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-- Talking to married NPC increases relationship by +1
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-- Talking to married NPC increases relationship by +1
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local function dialogue_relationship_update(self, clicker_name)
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-- TODO: This needs a timer as the gift timer. NPC will talk anyways
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-- but relationship will not increase.
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local function dialogue_relationship_update(self, clicker)
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-- Get clicker name
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local clicker_name = npc.get_entity_name(clicker)
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-- Check if relationship can be updated via talk
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if check_relationship_by_talk_timer_ready(self, clicker_name) == false then
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return
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end
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-- Create relationship if it doesn't exists
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if check_relationship_exists(self, clicker_name) == false then
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create_relationship(self, clicker_name)
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end
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local modifier = 0.2
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local modifier = 0.2
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if self.is_married_to ~= nil and clicker_name == self.is_married_to then
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if self.is_married_to ~= nil and clicker_name == self.is_married_to then
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modifier = 1
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modifier = 1
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@ -537,23 +576,31 @@ local function dialogue_relationship_update(self, clicker_name)
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-- Update relationship
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-- Update relationship
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update_relationship(self, clicker_name, modifier)
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update_relationship(self, clicker_name, modifier)
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-- Resert timers
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reset_talk_timer(self, clicker_name)
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reset_relationship_decrease_timer(self, clicker_name)
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reset_relationship_decrease_timer(self, clicker_name)
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end
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end
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-- Chat functions
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-- Chat functions
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local function start_chat(self, clicker)
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local function start_dialogue(self, clicker)
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local name = npc.get_entity_name(clicker)
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-- Call chat function as normal
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npc.dialogue.start_dialogue(self, clicker)
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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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-- 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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-- 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.owner and self.owner == name then
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if self.order == "follow" then
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-- if self.order == "follow" then
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self.order = "stand"
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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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-- minetest.chat_send_player(name, S("Ok dear, I will wait here for you."))
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else
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-- else
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self.order = "follow"
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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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-- 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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-- end
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end
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end
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@ -639,12 +686,12 @@ mobs:register_mob("advanced_npc:npc", {
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end,
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end,
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npc.dialogue.NEGATIVE_ANSWER_LABEL,
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npc.dialogue.NEGATIVE_ANSWER_LABEL,
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function()
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function()
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npc.dialogue.start_dialogue(self, clicker)
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start_dialogue(self, clicker)
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end,
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end,
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name
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name
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)
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)
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else
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else
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npc.dialogue.start_dialogue(self, clicker)
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start_dialogue(self, clicker)
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end
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end
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end,
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end,
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@ -655,6 +702,10 @@ mobs:register_mob("advanced_npc:npc", {
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-- Gift timer check
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-- Gift timer check
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if relationship.gift_timer_value < relationship.gift_interval then
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if relationship.gift_timer_value < relationship.gift_interval then
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relationship.gift_timer_value = relationship.gift_timer_value + dtime
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relationship.gift_timer_value = relationship.gift_timer_value + dtime
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elseif relationship.talk_timer_value < relationship.gift_interval then
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-- Relationship talk timer - only allows players to increase relationship
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-- by talking on the same intervals as gifts
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relationship.talk_timer_value = relationship.talk_timer_value + dtime
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else
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else
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-- Relationship decrease timer
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-- Relationship decrease timer
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if relationship.relationship_decrease_timer_value
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if relationship.relationship_decrease_timer_value
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