-- NPC Chat code by Zorman2000 -- Chat system consists of chatline and options objects that are re-used to create a conversation. -- The objects are the following: -- -- chatline = { text = "", options = {}, name = "", flag = "" } -- 1. text: What the NPC says on this chat line -- 2. options: What the player can answer to the chat line. Options are of another type of chat lines. -- If you want the player to have no options to answer, set to nil -- 3. name: The name of the NPC that will use this line. Use this when you want a specific NPC -- to speak this line. -- 4. flag: When the NPC speaks this line, this flag will be set into the entity's metadata. -- -- options = { opt = "", answer = { chatline } -- 1. opt: The text that the player can say to the NPC -- 2. answer: A chatline object (as described above) -- -- Example of conversation hierarchy -- chat_options = { -- chatline1 = { text = "Q1", options = { -- option1 = { opt = "O1", answer = { -- chatline = { text = "A1", options = nil } -- } -- }, -- chatline2 = { text = "Q2", options = nil } -- } npc.dialogue = {} npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX = "Yes, give " npc.dialogue.NEGATIVE_ANSWER_LABEL = "Nevermind" -- This table contains the answers of dialogue boxes npc.dialogue.dialogue_results = { yes_no_dialogue = {} } --------------------------------------------------------------------- -- Creates a formspec for dialog -------------------------------------------------------------------- local function create_formspec(options, close_option) local options_length = table.getn(options) + 1 local formspec_height = (options_length * 0.7) + 1 local formspec = "size[7,"..tostring(formspec_height).."]" for i, opt in ipairs(options) do local y = 0.7; if i > 1 then y = (y * i) end formspec = formspec.."button[0.5,"..y..";6,0.5;opt"..tostring(i)..";"..options[i].opt.."]" end formspec = formspec.."button_exit[0.5,"..(formspec_height - 1)..";6,0.5;exit;"..close_option.."]" return formspec end -- New function for getting dialogue formspec function npc.dialogue.show_yes_no_dialogue(prompt, positive_answer_label, positive_callback, negative_answer_label, negative_callback, player_name) local formspec = "size[7,3]".. "label[0.5,0.1;"..prompt.."]".. "button_exit[0.5,1.15;6,0.5;yes_option;"..positive_answer_label.."]".. "button_exit[0.5,1.95;6,0.5;no_option;"..negative_answer_label.."]" -- Create entry into responses table npc.dialogue.dialogue_results.yes_no_dialogue[1] = { name = player_name, response = "", yes_callback = positive_callback, no_callback = negative_callback } minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec) end --------------------------------------------------------------------- -- Returns all chatlines for a specific NPC --------------------------------------------------------------------- local function get_chatline_for_npc(chat_options, npc_name) local result = {} for i,chatline in ipairs(chat_options) do if chatline.name == npc_name then table.insert(result, chatline) end end return result end ----------------------------------------------------------------------------- -- Functions for rotating NPC to look at player (taken from the API itself) ----------------------------------------------------------------------------- local atan = function(x) if x ~= x then return 0 else return math.atan(x) end end local function rotate_npc_to_player(self) local s = self.object:getpos() local objs = minetest.get_objects_inside_radius(s, 4) local lp = nil local yaw = 0 for n = 1, #objs do if objs[n]:is_player() then lp = objs[n]:getpos() break end end if lp then local vec = { x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z } yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate if lp.x > s.x then yaw = yaw + math.pi end end self.object:setyaw(yaw) end --------------------------------------------------------------------- -- Drives conversation --------------------------------------------------------------------- local function show_chat_option(npc_name, self, player_name, chat_options, close_option) rotate_npc_to_player(self) self.order = "stand" local chatline = get_random_chatline(chat_options) minetest.chat_send_player(player_name, chatline.text) if chatline.options ~= nil then minetest.log("Current options: "..dump(chatline.options)) local formspec = create_formspec(chatline.options, close_option) minetest.show_formspec(player_name, "rndform", formspec) end self.order = "follow" end -- Function to get response by player name local function get_yes_no_dialogue_response_by_player_name(player_name) for i = 1,#npc.dialogue.dialogue_results.yes_no_dialogue do local current_result = npc.dialogue.dialogue_results.yes_no_dialogue[i] if current_result.name == player_name then return current_result end end return nil end -- Handler for chat formspec minetest.register_on_player_receive_fields(function (player, formname, fields) -- Additional checks for other forms should be handled here if formname == "advanced_npc:yes_no" then local player_name = player:get_player_name() if fields then local player_response = get_yes_no_dialogue_response_by_player_name(player_name) if fields.yes_option then player_response.response = true player_response.yes_callback() elseif fields.no_option then player_response.response = false player_response.no_callback() end minetest.log(player_name.." chose response: " ..dump(get_yes_no_dialogue_response_by_player_name(player_name).response)) end end end)