Dialogues: added support for custom functions on multi-option dialogues.
Data: dialogues are now Lua tables indexed by numbers
This commit is contained in:
parent
e89cd1e18d
commit
f462e6af75
48
dialogue.lua
48
dialogue.lua
@ -20,7 +20,7 @@ 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(responses, dismiss_option_label, player_name)
|
||||
function npc.dialogue.show_options_dialogue(self, responses, 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).."]"
|
||||
@ -36,6 +36,7 @@ function npc.dialogue.show_options_dialogue(responses, dismiss_option_label, pla
|
||||
|
||||
-- Create entry on options_dialogue table
|
||||
npc.dialogue.dialogue_results.options_dialogue[player_name] = {
|
||||
npc = self,
|
||||
options = responses
|
||||
}
|
||||
|
||||
@ -78,8 +79,28 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase)
|
||||
-- Determine how many dialogue lines the NPC will have
|
||||
local number_of_dialogues = math.random(npc.dialogue.MIN_DIALOGUES, npc.dialogue.MAX_DIALOGUES)
|
||||
|
||||
minetest.log("Dialogues by string: "..dump(dialogues["1"]))
|
||||
minetest.log("Dialogues by int: "..dump(dialogues[1]))
|
||||
minetest.log("Dialogues: "..dump(dialogues))
|
||||
|
||||
for i = 1,number_of_dialogues do
|
||||
result[i] = dialogues[math.random(1, #dialogues)]
|
||||
local dialogue_id = math.random(1, #dialogues)
|
||||
result[i] = dialogues[dialogue_id]
|
||||
|
||||
-- Check if this particular dialogue has responses
|
||||
if result[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[i].responses) do
|
||||
if value.action_type == "function" then
|
||||
result[i].responses[key].dialogue_id = dialogue_id
|
||||
result[i].responses[key].response_id = key
|
||||
minetest.log("Storing dialogue and response id: "..dump(result[i].responses[key]))
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
return result
|
||||
@ -90,12 +111,12 @@ end
|
||||
function npc.dialogue.start_dialogue(self, player)
|
||||
-- Choose a dialogue randomly
|
||||
local dialogue = self.dialogues[math.random(1, #self.dialogues)]
|
||||
npc.dialogue.process_dialogue(dialogue, player:get_player_name())
|
||||
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
|
||||
end
|
||||
|
||||
-- This function processes a dialogue object and performs
|
||||
-- actions depending on what is defined in the object
|
||||
function npc.dialogue.process_dialogue(dialogue, player_name)
|
||||
function npc.dialogue.process_dialogue(self, dialogue, player_name)
|
||||
-- Send dialogue line
|
||||
if dialogue.text then
|
||||
minetest.chat_send_player(player_name, dialogue.text)
|
||||
@ -104,6 +125,7 @@ function npc.dialogue.process_dialogue(dialogue, player_name)
|
||||
-- Check if there are responses, then show multi-option dialogue if there are
|
||||
if dialogue.responses then
|
||||
npc.dialogue.show_options_dialogue(
|
||||
self,
|
||||
dialogue.responses,
|
||||
npc.dialogue.NEGATIVE_ANSWER_LABEL,
|
||||
player_name
|
||||
@ -185,9 +207,23 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
|
||||
-- Process dialogue object
|
||||
npc.dialogue.process_dialogue(player_response.options[i].action, player_name)
|
||||
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
|
||||
end
|
||||
end
|
||||
|
||||
-- Get dialogues for sex and phase
|
||||
local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
|
||||
|
||||
-- Execute function
|
||||
-- Bug: for some reason function is null
|
||||
player_response.options[i].action()
|
||||
dialogues[player_response.options[i].dialogue_id]
|
||||
.responses[player_response.options[i].response_id]
|
||||
.action(player_response.npc, player_name)
|
||||
end
|
||||
return
|
||||
end
|
||||
|
@ -11,40 +11,40 @@ npc.data.DIALOGUES = {
|
||||
-- Female dialogue options defined by phase
|
||||
-- Phase 1
|
||||
npc.data.DIALOGUES.female["phase1"] = {
|
||||
{
|
||||
[1] = {
|
||||
text = "Hello there!"
|
||||
},
|
||||
{
|
||||
[2] = {
|
||||
text = "How are you doing?"
|
||||
},
|
||||
{
|
||||
[3] = {
|
||||
text = "Hey, I haven't seen you before!"
|
||||
},
|
||||
{
|
||||
[4] = {
|
||||
text = "Just another day..."
|
||||
},
|
||||
{
|
||||
[5] = {
|
||||
text = "The weather is nice today"
|
||||
},
|
||||
{
|
||||
[6] = {
|
||||
text = "Hello! Have you been to the sea?",
|
||||
responses = {
|
||||
{
|
||||
[1] = {
|
||||
text = "No, never before",
|
||||
action_type = "function",
|
||||
action = function(player_name, item)
|
||||
action = function(self, player_name)
|
||||
minetest.chat_send_player(player_name, "Oh, never? How come! You should."..
|
||||
"\nHere, take this. It will guide you to the sea...")
|
||||
end
|
||||
},
|
||||
{
|
||||
[2] = {
|
||||
text = "Yes, sure",
|
||||
action_type = "dialogue",
|
||||
action = {
|
||||
text = "It's so beautiful, and big, and large, and infinite, and..."
|
||||
}
|
||||
},
|
||||
{
|
||||
[3] = {
|
||||
text = "Of course! And to all the seas in the world!",
|
||||
action_type = "dialogue",
|
||||
action = {
|
||||
@ -58,39 +58,39 @@ npc.data.DIALOGUES.female["phase1"] = {
|
||||
-- Male dialogue options defined by phase
|
||||
-- Phase 1
|
||||
npc.data.DIALOGUES.male["phase1"] = {
|
||||
{
|
||||
[1] = {
|
||||
text = "Hello!"
|
||||
},
|
||||
{
|
||||
[2] = {
|
||||
text = "Welcome to our village, stranger."
|
||||
},
|
||||
{
|
||||
[3] = {
|
||||
text = "Just a great day to go to the woods..."
|
||||
},
|
||||
{
|
||||
[4] = {
|
||||
text = "Bah, stone! Useless stuff."
|
||||
},
|
||||
{
|
||||
[5] = {
|
||||
text = "What do you think of this weather?"
|
||||
},
|
||||
{
|
||||
[6] = {
|
||||
text = "Hello! Have you been to the sea?",
|
||||
responses = {
|
||||
{
|
||||
[1] = {
|
||||
text = "No, never before",
|
||||
action_type = "function",
|
||||
action = function(player_name, item)
|
||||
action = function(npc, player_name)
|
||||
minetest.chat_send_player(player_name, "Then you are not worth my time.")
|
||||
end
|
||||
},
|
||||
{
|
||||
[2] = {
|
||||
text = "Yes, sure",
|
||||
action_type = "dialogue",
|
||||
action = {
|
||||
text = "Then you should appreciate it as a great pirate of the seven seas do!"
|
||||
}
|
||||
},
|
||||
{
|
||||
[3] = {
|
||||
text = "Of course! And to all the seas in the world!",
|
||||
action_type = "dialogue",
|
||||
action = {
|
||||
|
Loading…
Reference in New Issue
Block a user