Relationships: Added favorite and disliked items hints to dialogues.
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parent
216c77ca81
commit
f956101f61
61
dialogue.lua
61
dialogue.lua
@ -30,9 +30,11 @@ function npc.dialogue.show_options_dialogue(self, responses, dismiss_option_labe
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if i > 1 then
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y = (y * i)
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end
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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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formspec = formspec.."button_exit[0.5,"
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..(y - 0.5)..";6,0.5;opt"..tostring(i)..";"..responses[i].text.."]"
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end
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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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formspec = formspec.."button_exit[0.5,"
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..(formspec_height - 0.7)..";6,0.5;exit;"..dismiss_option_label.."]"
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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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@ -68,8 +70,17 @@ end
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-- Dialogue methods
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-- Select random dialogue objects for an NPC based on sex
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-- and the relationship phase with player
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function npc.dialogue.select_random_dialogues_for_npc(sex, phase)
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local result = {}
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function npc.dialogue.select_random_dialogues_for_npc(sex,
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phase,
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favorite_items,
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disliked_items,
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only_hints)
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local result = {
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normal = {},
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hints = {}
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}
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if only_hints == false then
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local dialogues = npc.data.DIALOGUES.female
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if sex == npc.MALE then
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dialogues = npc.data.DIALOGUES.male
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@ -79,29 +90,42 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase)
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-- Determine how many dialogue lines the NPC will have
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local number_of_dialogues = math.random(npc.dialogue.MIN_DIALOGUES, npc.dialogue.MAX_DIALOGUES)
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minetest.log("Dialogues by string: "..dump(dialogues["1"]))
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minetest.log("Dialogues by int: "..dump(dialogues[1]))
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minetest.log("Dialogues: "..dump(dialogues))
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for i = 1,number_of_dialogues do
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local dialogue_id = math.random(1, #dialogues)
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result[i] = dialogues[dialogue_id]
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result.normal[i] = dialogues[dialogue_id]
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-- Check if this particular dialogue has responses
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if result[i].responses then
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if result.normal[i].responses then
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-- Check each response to see if they have action_type == "function".
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-- This way the indices for this particular response will be stored
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-- and the function can be retrieved for execution later.
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for key,value in ipairs(result[i].responses) do
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for key,value in ipairs(result.normal[i].responses) do
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if value.action_type == "function" then
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result[i].responses[key].dialogue_id = dialogue_id
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result[i].responses[key].response_id = key
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minetest.log("Storing dialogue and response id: "..dump(result[i].responses[key]))
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result.normal[i].responses[key].dialogue_id = dialogue_id
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result.normal[i].responses[key].response_id = key
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minetest.log("Storing dialogue and response id: "
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..dump(result.normal[i].responses[key]))
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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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-- Add item hints.
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-- Favorite items
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for i = 1, 2 do
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result.hints[i] = {}
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result.hints[i].text =
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npc.get_hint_for_favorite_item(favorite_items["fav"..tostring(i)], sex, phase)
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end
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-- Disliked items
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for i = 3, 4 do
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result.hints[i] = {}
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result.hints[i].text =
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npc.get_hint_for_disliked_item(disliked_items["dis"..tostring(i-2)], sex)
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end
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return result
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end
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@ -112,7 +136,14 @@ function npc.dialogue.start_dialogue(self, player)
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-- Choose a dialogue randomly
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-- TODO: Add support for favorite items hints
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-- Add support for flags
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local dialogue = self.dialogues[math.random(1, #self.dialogues)]
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local dialogue = {}
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local chance = math.random(1, 100)
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if chance < 90 then
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dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
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elseif chance >= 90 then
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dialogue = self.dialogues.hints[math.random(1, 4)]
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end
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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end
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115
npc.lua
115
npc.lua
@ -28,91 +28,119 @@ npc.FAVORITE_ITEMS = {
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-- Female
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npc.FAVORITE_ITEMS.female["phase1"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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response = "Hey, I really wanted an apple, thank you!",
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hint = "I could really do with an apple..."},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "Thanks, you didn't have to, but thanks...",
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hint = "Some fresh bread would be good!"}
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}
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npc.FAVORITE_ITEMS.female["phase2"] = {
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{item = "farming:cotton",
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response = "This is going to be very helpful, thank you!"},
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{item = "wool:wool",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "This is going to be very helpful, thank you!",
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hint = "If I just had some cotton lying around..."},
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{item = "wool:white",
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response = "Thanks, you didn't have to, but thanks...",
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hint = "Have you seen a white sheep? I need some wool."}
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}
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npc.FAVORITE_ITEMS.female["phase3"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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response = "Hey, I really wanted an apple, thank you!",
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hint = "I could really do with an apple..."},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "Thanks, you didn't have to, but thanks...",
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hint = "Some fresh bread would be good!"}
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}
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npc.FAVORITE_ITEMS.female["phase4"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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response = "Hey, I really wanted an apple, thank you!",
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hint = "I could really do with an apple..."},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "Thanks, you didn't have to, but thanks...",
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hint = "SOme fresh bread would be good!"}
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}
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npc.FAVORITE_ITEMS.female["phase5"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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response = "Hey, I really wanted an apple, thank you!",
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hint = "I could really do with an apple..."},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "Thanks, you didn't have to, but thanks...",
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hint = "Some fresh bread would be good!"}
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}
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npc.FAVORITE_ITEMS.female["phase6"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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response = "Hey, I really wanted an apple, thank you!",
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hint = "I could really do with an apple..."},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "Thanks, you didn't have to, but thanks...",
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hint = "Some fresh bread would be good!"}
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}
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-- Male
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npc.FAVORITE_ITEMS.male["phase1"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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response = "Hey, I really wanted an apple, thank you!",
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hint = "I could really do with an apple..."},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "Thanks, you didn't have to, but thanks...",
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hint = "Some fresh bread would be good!"}
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}
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npc.FAVORITE_ITEMS.male["phase2"] = {
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{item = "farming:cotton",
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response = "This is going to be very helpful, thank you!"},
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{item = "wool:wool",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "This is going to be very helpful, thank you!",
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hint = "If I just had some cotton lying around..."},
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{item = "wool:white",
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response = "Thanks, you didn't have to, but thanks...",
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hint = "Have you seen a white sheep? I need some wool."}
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}
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npc.FAVORITE_ITEMS.male["phase3"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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response = "Hey, I really wanted an apple, thank you!",
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hint = "I could really do with an apple..."},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "Thanks, you didn't have to, but thanks...",
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hint = "Some fresh bread would be good!"}
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}
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npc.FAVORITE_ITEMS.male["phase4"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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response = "Hey, I really wanted an apple, thank you!",
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hint = "I could really do with an apple..."},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "Thanks, you didn't have to, but thanks...",
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hint = "SOme fresh bread would be good!"}
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}
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npc.FAVORITE_ITEMS.male["phase5"] = {
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{item = "default:apple",
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response = "Hey, I really wanted an apple, thank you!"},
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response = "Hey, I really wanted an apple, thank you!",
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hint = "I could really do with an apple..."},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "Thanks, you didn't have to, but thanks...",
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hint = "Some fresh bread would be good!"}
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}
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npc.FAVORITE_ITEMS.male["phase6"] = {
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{item = "default:apple",
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response = "You always know what I want to eat honey... thanks!"},
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response = "Hey, I really wanted an apple, thank you!",
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hint = "I could really do with an apple..."},
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{item = "farming:bread",
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response = "Thanks, you didn't have to, but thanks..."}
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response = "Thanks, you didn't have to, but thanks...",
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hint = "Some fresh bread would be good!"}
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}
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-- Disliked items
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npc.DISLIKED_ITEMS = {
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female = {
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{item = "default:stone",
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response = "Stone, oh... why do you give me this?"},
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response = "Stone, oh... why do you give me this?",
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hint = "Why would someone want a stone?"},
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{item = "default:cobble",
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response = "Cobblestone? No, no, why?"}
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response = "Cobblestone? No, no, why?",
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hint = "Anything worst than stone is cobblestone."}
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},
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male = {
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{item = "default:stone",
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response = "Bah! Stone? I don't need this thing!"},
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response = "Bah! Stone? I don't need this thing!",
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hint = "Stones are useless!"},
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{item = "default:cobble",
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response = "Cobblestone!? Wow, you sure think a lot before giving a gift..."}
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response = "Cobblestone!? Wow, you sure think a lot before giving a gift...",
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hint = "If I really hate something, that's cobblestone!"}
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}
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}
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@ -187,6 +215,27 @@ function npc.get_response_for_disliked_item(item_name, sex)
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return nil
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end
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-- Gets the item hint for a favorite item
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function npc.get_hint_for_favorite_item(item_name, sex, phase)
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for i = 1, #npc.FAVORITE_ITEMS[sex][phase] do
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if npc.FAVORITE_ITEMS[sex][phase][i].item == item_name then
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return npc.FAVORITE_ITEMS[sex][phase][i].hint
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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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-- Gets the item hint for a disliked item
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function npc.get_hint_for_disliked_item(item_name, sex)
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for i = 1, #npc.DISLIKED_ITEMS[sex] do
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if npc.DISLIKED_ITEMS[sex][i].item == item_name then
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return npc.DISLIKED_ITEMS[sex][i].hint
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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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-- Functions on right click
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---------------------------------------------------------------------------------------
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-- Gift and relationship system
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@ -776,7 +825,11 @@ local function npc_spawn(self, pos)
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ent.is_married_to = nil
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-- Initialize dialogues
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ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex, "phase1")
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ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
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"phase1",
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ent.gift_data.favorite_items,
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ent.gift_data.disliked_items,
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false)
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minetest.log(dump(ent))
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