Relationships: Added favorite and disliked items hints to dialogues.

This commit is contained in:
zorman2000
2016-12-04 13:14:03 -05:00
parent 216c77ca81
commit f956101f61
2 changed files with 149 additions and 65 deletions

View File

@@ -30,9 +30,11 @@ function npc.dialogue.show_options_dialogue(self, responses, dismiss_option_labe
if i > 1 then
y = (y * i)
end
formspec = formspec.."button_exit[0.5,"..(y - 0.5)..";6,0.5;opt"..tostring(i)..";"..responses[i].text.."]"
formspec = formspec.."button_exit[0.5,"
..(y - 0.5)..";6,0.5;opt"..tostring(i)..";"..responses[i].text.."]"
end
formspec = formspec.."button_exit[0.5,"..(formspec_height - 0.7)..";6,0.5;exit;"..dismiss_option_label.."]"
formspec = formspec.."button_exit[0.5,"
..(formspec_height - 0.7)..";6,0.5;exit;"..dismiss_option_label.."]"
-- Create entry on options_dialogue table
npc.dialogue.dialogue_results.options_dialogue[player_name] = {
@@ -68,39 +70,61 @@ end
-- Dialogue methods
-- Select random dialogue objects for an NPC based on sex
-- and the relationship phase with player
function npc.dialogue.select_random_dialogues_for_npc(sex, phase)
local result = {}
local dialogues = npc.data.DIALOGUES.female
if sex == npc.MALE then
dialogues = npc.data.DIALOGUES.male
end
dialogues = dialogues[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
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
function npc.dialogue.select_random_dialogues_for_npc(sex,
phase,
favorite_items,
disliked_items,
only_hints)
local result = {
normal = {},
hints = {}
}
if only_hints == false then
local dialogues = npc.data.DIALOGUES.female
if sex == npc.MALE then
dialogues = npc.data.DIALOGUES.male
end
dialogues = dialogues[phase]
-- Determine how many dialogue lines the NPC will have
local number_of_dialogues = math.random(npc.dialogue.MIN_DIALOGUES, npc.dialogue.MAX_DIALOGUES)
for i = 1,number_of_dialogues do
local dialogue_id = math.random(1, #dialogues)
result.normal[i] = dialogues[dialogue_id]
-- Check if this particular dialogue has responses
if result.normal[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.normal[i].responses) do
if value.action_type == "function" then
result.normal[i].responses[key].dialogue_id = dialogue_id
result.normal[i].responses[key].response_id = key
minetest.log("Storing dialogue and response id: "
..dump(result.normal[i].responses[key]))
end
end
end
end
end
-- Add item hints.
-- Favorite items
for i = 1, 2 do
result.hints[i] = {}
result.hints[i].text =
npc.get_hint_for_favorite_item(favorite_items["fav"..tostring(i)], sex, phase)
end
-- Disliked items
for i = 3, 4 do
result.hints[i] = {}
result.hints[i].text =
npc.get_hint_for_disliked_item(disliked_items["dis"..tostring(i-2)], sex)
end
return result
@@ -112,7 +136,14 @@ function npc.dialogue.start_dialogue(self, player)
-- Choose a dialogue randomly
-- TODO: Add support for favorite items hints
-- Add support for flags
local dialogue = self.dialogues[math.random(1, #self.dialogues)]
local dialogue = {}
local chance = math.random(1, 100)
if chance < 90 then
dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
elseif chance >= 90 then
dialogue = self.dialogues.hints[math.random(1, 4)]
end
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
end