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] = {
@ -68,8 +70,17 @@ 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 = {}
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
@ -79,29 +90,42 @@ 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
local dialogue_id = math.random(1, #dialogues)
result[i] = dialogues[dialogue_id]
result.normal[i] = dialogues[dialogue_id]
-- Check if this particular dialogue has responses
if result[i].responses then
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[i].responses) do
for key,value in ipairs(result.normal[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]))
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
end
@ -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

115
npc.lua
View File

@ -28,91 +28,119 @@ npc.FAVORITE_ITEMS = {
-- Female
npc.FAVORITE_ITEMS.female["phase1"] = {
{item = "default:apple",
response = "Hey, I really wanted an apple, thank you!"},
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks..."}
response = "Thanks, you didn't have to, but thanks...",
hint = "Some fresh bread would be good!"}
}
npc.FAVORITE_ITEMS.female["phase2"] = {
{item = "farming:cotton",
response = "This is going to be very helpful, thank you!"},
{item = "wool:wool",
response = "Thanks, you didn't have to, but thanks..."}
response = "This is going to be very helpful, thank you!",
hint = "If I just had some cotton lying around..."},
{item = "wool:white",
response = "Thanks, you didn't have to, but thanks...",
hint = "Have you seen a white sheep? I need some wool."}
}
npc.FAVORITE_ITEMS.female["phase3"] = {
{item = "default:apple",
response = "Hey, I really wanted an apple, thank you!"},
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks..."}
response = "Thanks, you didn't have to, but thanks...",
hint = "Some fresh bread would be good!"}
}
npc.FAVORITE_ITEMS.female["phase4"] = {
{item = "default:apple",
response = "Hey, I really wanted an apple, thank you!"},
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks..."}
response = "Thanks, you didn't have to, but thanks...",
hint = "SOme fresh bread would be good!"}
}
npc.FAVORITE_ITEMS.female["phase5"] = {
{item = "default:apple",
response = "Hey, I really wanted an apple, thank you!"},
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks..."}
response = "Thanks, you didn't have to, but thanks...",
hint = "Some fresh bread would be good!"}
}
npc.FAVORITE_ITEMS.female["phase6"] = {
{item = "default:apple",
response = "Hey, I really wanted an apple, thank you!"},
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks..."}
response = "Thanks, you didn't have to, but thanks...",
hint = "Some fresh bread would be good!"}
}
-- Male
npc.FAVORITE_ITEMS.male["phase1"] = {
{item = "default:apple",
response = "Hey, I really wanted an apple, thank you!"},
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks..."}
response = "Thanks, you didn't have to, but thanks...",
hint = "Some fresh bread would be good!"}
}
npc.FAVORITE_ITEMS.male["phase2"] = {
{item = "farming:cotton",
response = "This is going to be very helpful, thank you!"},
{item = "wool:wool",
response = "Thanks, you didn't have to, but thanks..."}
response = "This is going to be very helpful, thank you!",
hint = "If I just had some cotton lying around..."},
{item = "wool:white",
response = "Thanks, you didn't have to, but thanks...",
hint = "Have you seen a white sheep? I need some wool."}
}
npc.FAVORITE_ITEMS.male["phase3"] = {
{item = "default:apple",
response = "Hey, I really wanted an apple, thank you!"},
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks..."}
response = "Thanks, you didn't have to, but thanks...",
hint = "Some fresh bread would be good!"}
}
npc.FAVORITE_ITEMS.male["phase4"] = {
{item = "default:apple",
response = "Hey, I really wanted an apple, thank you!"},
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks..."}
response = "Thanks, you didn't have to, but thanks...",
hint = "SOme fresh bread would be good!"}
}
npc.FAVORITE_ITEMS.male["phase5"] = {
{item = "default:apple",
response = "Hey, I really wanted an apple, thank you!"},
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks..."}
response = "Thanks, you didn't have to, but thanks...",
hint = "Some fresh bread would be good!"}
}
npc.FAVORITE_ITEMS.male["phase6"] = {
{item = "default:apple",
response = "You always know what I want to eat honey... thanks!"},
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks..."}
response = "Thanks, you didn't have to, but thanks...",
hint = "Some fresh bread would be good!"}
}
-- Disliked items
npc.DISLIKED_ITEMS = {
female = {
{item = "default:stone",
response = "Stone, oh... why do you give me this?"},
response = "Stone, oh... why do you give me this?",
hint = "Why would someone want a stone?"},
{item = "default:cobble",
response = "Cobblestone? No, no, why?"}
response = "Cobblestone? No, no, why?",
hint = "Anything worst than stone is cobblestone."}
},
male = {
{item = "default:stone",
response = "Bah! Stone? I don't need this thing!"},
response = "Bah! Stone? I don't need this thing!",
hint = "Stones are useless!"},
{item = "default:cobble",
response = "Cobblestone!? Wow, you sure think a lot before giving a gift..."}
response = "Cobblestone!? Wow, you sure think a lot before giving a gift...",
hint = "If I really hate something, that's cobblestone!"}
}
}
@ -187,6 +215,27 @@ function npc.get_response_for_disliked_item(item_name, sex)
return nil
end
-- Gets the item hint for a favorite item
function npc.get_hint_for_favorite_item(item_name, sex, phase)
for i = 1, #npc.FAVORITE_ITEMS[sex][phase] do
if npc.FAVORITE_ITEMS[sex][phase][i].item == item_name then
return npc.FAVORITE_ITEMS[sex][phase][i].hint
end
end
return nil
end
-- Gets the item hint for a disliked item
function npc.get_hint_for_disliked_item(item_name, sex)
for i = 1, #npc.DISLIKED_ITEMS[sex] do
if npc.DISLIKED_ITEMS[sex][i].item == item_name then
return npc.DISLIKED_ITEMS[sex][i].hint
end
end
return nil
end
-- Functions on right click
---------------------------------------------------------------------------------------
-- Gift and relationship system
@ -776,7 +825,11 @@ local function npc_spawn(self, pos)
ent.is_married_to = nil
-- Initialize dialogues
ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex, "phase1")
ent.dialogues = npc.dialogue.select_random_dialogues_for_npc(ent.sex,
"phase1",
ent.gift_data.favorite_items,
ent.gift_data.disliked_items,
false)
minetest.log(dump(ent))