advanced_npc/relationships.lua

679 lines
24 KiB
Lua

-- Relationships code for Advanced NPC by Zorman2000
---------------------------------------------------------------------------------------
-- Gift and relationship system
---------------------------------------------------------------------------------------
-- Each NPCs has 2 favorite and 2 disliked items. These items are chosen at spawn
-- time and will be re-chosen when the age changes (from child to adult, for example).
-- The items are chosen from the npc.FAVORITE_ITEMS table, and depends on sex and age.
-- A player, via right-click, or another NPC, can gift an item to a NPC. In the case
-- of the player, the player will give one of the currently wielded item. Gifts can be
-- given only once per some time period, the NPC will reject the given item if still
-- the period isn't over.
-- If the NPC is neutral on the item (meanining it's neither favorite or disliked), it
-- is possible it will not accept it, and the relationship the giver has with the NPC
-- will be unchanged.
-- In the other hand, if the item given its a favorite, the relationship points the NPC
-- has with giver will increase by a given amount, depending on favoriteness. Favorite 1
-- will increase the relationship by 2 * npc.ITEM_GIFT_EFFECT, and favorite 2 only by
-- npc.ITEM_GIFT_EFFECT. Similarly, if the item given is a disliked item, the NPC will
-- not take it, and its relationship points with the giver will decrease by 2 or 1 times
-- npc.ITEM_GIFT_EFFECT.
local S = mobs.intllib
npc.relationships = {}
-- Constants
npc.relationships.ITEM_GIFT_EFFECT = 2.5
-- Expected values for these are 720 each respectively
npc.relationships.GIFT_TIMER_INTERVAL = 360
npc.relationships.RELATIONSHIP_DECREASE_TIMER_INTERVAL = 720
npc.relationships.RELATIONSHIP_PHASE = {}
-- Define phases
npc.relationships.RELATIONSHIP_PHASE["phase1"] = {limit = 10}
npc.relationships.RELATIONSHIP_PHASE["phase2"] = {limit = 25}
npc.relationships.RELATIONSHIP_PHASE["phase3"] = {limit = 45}
npc.relationships.RELATIONSHIP_PHASE["phase4"] = {limit = 70}
npc.relationships.RELATIONSHIP_PHASE["phase5"] = {limit = 100}
npc.relationships.GIFT_ITEM_LIKED = "liked"
npc.relationships.GIFT_ITEM_DISLIKED = "disliked"
npc.relationships.GIFT_ITEM_HINT = "hint"
npc.relationships.GIFT_ITEM_RESPONSE = "response"
-- Favorite and disliked items tables
npc.relationships.gift_items = {
liked = {
female = {
["phase1"] = {},
["phase2"] = {},
["phase3"] = {},
["phase4"] = {},
["phase5"] = {},
["phase6"] = {}
},
male = {
["phase1"] = {},
["phase2"] = {},
["phase3"] = {},
["phase4"] = {},
["phase5"] = {},
["phase6"] = {}
}
},
disliked = {
female = {},
male = {}
}
}
npc.relationships.DEFAULT_RESPONSE_NO_GIFT_RECEIVE =
"Thank you, but I don't need anything for now."
-- Married NPC dialogue definition
npc.relationships.MARRIED_NPC_DIALOGUE = {
text = "Hi darling!",
is_married_dialogue = true,
responses = {
[1] = {
text = "Let's talk!",
action_type = "function",
response_id = 1,
action = function(self, player)
npc.start_dialogue(self, player, false)
end
},
[2] = {
text = "Honey, can you wait for me here?",
action_type = "function",
response_id = 2,
action = function(self, player)
self.order = "stand"
npc.chat(self.npc_name, player:get_player_name(),
S("Ok dear, I will wait here for you."))
end
},
[3] = {
text = "Please, come with me!",
action_type = "function",
response_id = 3,
action = function(self, player)
self.order = "follow"
npc.chat(self.npc_name, player:get_player_name(), S("Ok, let's go!"))
end
}
}
}
-- Function to get relationship phase
function npc.relationships.get_relationship_phase_by_points(points)
if points > npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
return "phase6"
elseif points > npc.relationships.RELATIONSHIP_PHASE["phase4"].limit then
return "phase5"
elseif points > npc.relationships.RELATIONSHIP_PHASE["phase3"].limit then
return "phase4"
elseif points > npc.relationships.RELATIONSHIP_PHASE["phase2"].limit then
return "phase3"
elseif points > npc.relationships.RELATIONSHIP_PHASE["phase1"].limit then
return "phase2"
else
return "phase1"
end
end
-- Registration functions
-----------------------------------------------------------------------------
-- Items can be registered to be part of the gift system using the
-- below function. The def is the following:
-- {
-- dialogues = {
-- liked = {
-- -- ^ This is an array of the following table:
-- [1] = {dialogue_type="", sex="", text=""}
-- -- ^ dialogue_type: defines is this is a hint or a response.
-- -- valid values are: "hint", "response"
-- -- sex: valid values are: "male", female"
-- -- text: the dialogue text
-- },
-- disliked = {
-- -- ^ This is an array with the same type of tables as above
-- }
-- }
-- }
function npc.relationships.register_favorite_item(item_name, phase, sex, def)
local dialogues = {}
-- Register dialogues based on the hints and responses
-- Liked
for i = 1, #def.hints do
table.insert(dialogues, {
text = def.hints[i],
tags = {phase, item_name, sex,
npc.dialogue.tags.GIFT_ITEM_HINT, npc.dialogue.tags.GIFT_ITEM_LIKED}
})
end
for i = 1, #def.responses do
table.insert(dialogues, {
text = def.responses[i],
tags = {phase, item_name, sex,
npc.dialogue.tags.GIFT_ITEM_RESPONSE, npc.dialogue.tags.GIFT_ITEM_LIKED}
})
end
-- Register all dialogues
for i = 1, #dialogues do
npc.dialogue.register_dialogue(dialogues[i])
end
-- Insert item into table
table.insert(npc.relationships.gift_items.liked[sex][phase], item_name)
end
function npc.relationships.register_disliked_item(item_name, sex, def)
local dialogues = {}
-- Register dialogues based on the hints and responses
-- Liked
for i = 1, #def.hints do
table.insert(dialogues, {
text = def.hints[i],
tags = {item_name, sex,
npc.dialogue.tags.GIFT_ITEM_HINT, npc.dialogue.tags.GIFT_ITEM_UNLIKED}
})
end
for i = 1, #def.responses do
table.insert(dialogues, {
text = def.responses[i],
tags = {item_name, sex,
npc.dialogue.tags.GIFT_ITEM_RESPONSE, npc.dialogue.tags.GIFT_ITEM_UNLIKED}
})
end
-- Register all dialogues
for i = 1, #dialogues do
npc.dialogue.register_dialogue(dialogues[i])
end
-- Insert item into table
table.insert(npc.relationships.gift_items.disliked[sex], item_name)
end
function npc.relationships.get_dialogues_for_gift_item(item_name, dialogue_type, item_type, sex, phase)
local tags = {
[1] = item_name,
[2] = dialogue_type,
[3] = item_type,
[4] = sex
}
if phase ~= nil then
tags[5] = phase
end
--npc.log("DEBUG","Searching with tags: "..dump(tags))
return npc.dialogue.search_dialogue_by_tags(tags, true)
end
-- Returns the response message for a given item
function npc.relationships.get_response_for_favorite_item(item_name, sex, phase)
local items = npc.FAVORITE_ITEMS.female
if sex == npc.MALE then
items = npc.FAVORITE_ITEMS.male
end
for i = 1, #items[phase] do
if items[phase][i].item == item_name then
return items[phase][i].response
end
end
return nil
end
-- Returns the response message for a disliked item
function npc.relationships.get_response_for_disliked_item(item_name, sex)
local items = npc.DISLIKED_ITEMS.female
if sex == npc.MALE then
items = npc.DISLIKED_ITEMS.male
end
for i = 1, #items do
--minetest.log(dump(items[i]))
if items[i].item == item_name then
--minetest.log("Returning: "..dump(items[i].response))
return items[i].response
end
end
return nil
end
-- Gets the item hint for a favorite item
function npc.relationships.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.relationships.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
-- Relationship functions
-----------------------------------------------------------------------------
-- This function selects two random items from the npc.favorite_items table
-- It checks for sex and phase for choosing the items
function npc.relationships.select_random_favorite_items(sex, phase)
local result = {}
local items = {}
-- -- Filter sex
-- if sex == npc.FEMALE then
-- items = npc.FAVORITE_ITEMS.female
-- else
-- items = npc.FAVORITE_ITEMS.male
-- end
-- Select the phase
-- items = items[phase]
items = npc.relationships.gift_items.liked[sex][phase]
result.fav1 = items[math.random(1, #items)]
result.fav2 = items[math.random(1, #items)]
return result
end
-- This function selects two random items from the npc.disliked_items table
-- It checks for sex for choosing the items. They stay the same for all
-- phases
function npc.relationships.select_random_disliked_items(sex)
local result = {}
local items = {}
-- -- Filter sex
-- if sex == npc.FEMALE then
-- items = npc.DISLIKED_ITEMS.female
-- else
-- items = npc.DISLIKED_ITEMS.male
-- end
items = npc.relationships.gift_items.disliked[sex]
result.dis1 = items[math.random(1, #items)]
result.dis2 = items[math.random(1, #items)]
return result
end
-- Creates a relationship with a given player or NPC
local function create_relationship(self, clicker_name)
local count = #self.relationships
self.relationships[count + 1] = {
-- Player or NPC name with whom the relationship is with
name = clicker_name,
-- Relationship points
points = 0,
-- Relationship phase, used for items and for phrases
phase = "phase1",
-- How frequent can the NPC receive a gift
gift_interval = npc.relationships.GIFT_TIMER_INTERVAL,
-- Current timer count since last gift
gift_timer_value = 0,
-- The amount of time without providing gift or talking that will decrease relationship points
relationship_decrease_interval = npc.relationships.RELATIONSHIP_DECREASE_TIMER_INTERVAL,
-- Current timer count for relationship decrease
relationship_decrease_timer_value = 0,
-- Current timer count since last time player talked to NPC
talk_timer_value = 0
}
end
-- Returns a relationship points
local function get_relationship_points(self, clicker_name)
for i = 1, #self.relationships do
if self.relationships[i].name == clicker_name then
return self.relationships[i].points
end
end
return nil
end
-- Updates relationship with given points
local function update_relationship(self, clicker_name, modifier)
for i = 1, #self.relationships do
if self.relationships[i].name == clicker_name then
self.relationships[i].points = self.relationships[i].points + modifier
local current_phase = self.relationships[i].phase
self.relationships[i].phase =
npc.relationships.get_relationship_phase_by_points(self.relationships[i].points)
if current_phase ~= self.relationships[i].phase then
-- Re-select favorite items per new phase
self.gift_data.favorite_items =
npc.relationships.select_random_favorite_items(self.sex, self.relationships[i].phase)
-- Re-select dialogues per new
self.dialogues =
npc.dialogue.select_random_dialogues_for_npc(self,
self.relationships[i].phase)
return true
end
return false
end
end
-- Relationship not found, huge error
return nil
end
-- Checks if a relationship with given player or NPC exists
local function check_relationship_exists(self, clicker_name)
for i = 1, #self.relationships do
if self.relationships[i].name == clicker_name then
return true
end
end
return false
end
-- Returns the relationship phase given the name of the player
function npc.relationships.get_relationship_phase(self, clicker_name)
for i = 1, #self.relationships do
if clicker_name == self.relationships[i].name then
return self.relationships[i].phase
end
end
return nil
end
-- Checks if NPC can receive gifts
local function check_npc_can_receive_gift(self, clicker_name)
for i = 1, #self.relationships do
if self.relationships[i].name == clicker_name then
-- Checks avoid married NPC to receive from others
if self.is_married_to == nil
or (self.is_married ~= nil and self.is_married_to == clicker_name) then
return self.relationships[i].gift_timer_value >= self.relationships[i].gift_interval
else
return false
end
end
end
-- Not found
return nil
end
-- Checks if relationship can be updated by talking
local function check_relationship_by_talk_timer_ready(self, clicker_name)
for i = 1, #self.relationships do
if self.relationships[i].name == clicker_name then
return self.relationships[i].talk_timer_value >= self.relationships[i].gift_interval
end
end
-- Not found
return nil
end
-- Resets the gift timer
local function reset_gift_timer(self, clicker_name)
for i = 1, #self.relationships do
if self.relationships[i].name == clicker_name then
self.relationships[i].gift_timer_value = 0
self.relationships[i].relationship_decrease_timer_value = 0
return
end
end
end
-- Resets the talk timer
local function reset_talk_timer(self, clicker_name)
for i = 1, #self.relationships do
if self.relationships[i].name == clicker_name then
self.relationships[i].talk_timer_value = 0
return
end
end
end
-- Resets the relationshop decrease timer
local function reset_relationship_decrease_timer(self, clicker_name)
for i = 1, #self.relationships do
if self.relationships[i].name == clicker_name then
self.relationships[i].relationship_decrease_timer_value = 0
return
end
end
end
-- Gifts functions
---------------------------------------------------------------------------------------
-- Displays message and hearts depending on relationship level
local function show_receive_gift_reaction(self, item_name, modifier, clicker_name, phase_change)
local points = get_relationship_points(self, clicker_name)
local pos = self.object:getpos()
-- Positive modifier (favorite items) reactions
if modifier >= 0 then
local phase = npc.relationships.get_relationship_phase_by_points(points)
if phase == "phase3" then
npc.effect({x = pos.x, y = pos.y + 1, z = pos.z}, 2, "heart.png")
elseif phase == "phase4" then
npc.effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png")
elseif phase == "phase5" then
npc.effect({x = pos.x, y = pos.y + 1, z = pos.z}, 6, "heart.png")
elseif phase == "phase6" then
npc.effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png")
end
if phase_change then
local number_code = phase:byte(phase:len()) - 1
phase = "phase"..string.char(number_code)
end
-- Send message
-- TODO: There might be an error with getting the message...
--minetest.log("Item_name: "..dump(item_name)..", sex: "..dump(self.sex)..", phase: "..dump(phase))
local dialogues_found = npc.relationships.get_dialogues_for_gift_item(
item_name,
npc.dialogue.tags.GIFT_ITEM_RESPONSE,
npc.dialogue.tags.GIFT_ITEM_LIKED,
self.sex,
phase)
for _, item_dialogue in pairs(dialogues_found) do
npc.chat(self.npc_name, clicker_name, item_dialogue.text)
end
-- Disliked items reactions
elseif modifier < 0 then
npc.effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "default_item_smoke.png")
--minetest.log("Item name: "..item_name..", sex: "..self.sex)
-- There should be only one dialogue, however, it returns a key-value
-- result where we will have to do one loop
local dialogues_found = npc.relationships.get_dialogues_for_gift_item(
item_name,
npc.dialogue.tags.GIFT_ITEM_RESPONSE,
npc.dialogue.tags.GIFT_ITEM_UNLIKED,
self.sex)
-- minetest.log("Message: "..dump(message_to_send))
for _, item_dialogue in pairs(dialogues_found) do
npc.chat(self.npc_name, clicker_name, item_dialogue.text)
end
end
end
-- Receive gift function; applies relationship points as explained above
-- Also, creates a relationship object if not present
function npc.relationships.receive_gift(self, clicker)
-- Return if clicker is not offering an item
local item = npc.get_entity_wielded_item(clicker)
if item:get_name() == "" then return false end
-- Get clicker name
local clicker_name = npc.get_entity_name(clicker)
-- Create relationship if it doesn't exists
if check_relationship_exists(self, clicker_name) == false then
create_relationship(self, clicker_name)
end
-- If NPC received a gift from this person, then reject any more gifts for now
if check_npc_can_receive_gift(self, clicker_name) == false then
npc.chat(self.npc_name, clicker_name, "Thanks, but I don't need anything for now")
return false
end
-- If NPC is ready for marriage, do no accept anything else but the ring,
-- and that with only a certain chance. The self.owner is to whom is married
-- this NPC... he he.
if get_relationship_points(self, clicker_name) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit
and self.owner ~= clicker_name
and item:get_name() ~= "advanced_npc:marriage_ring" then
npc.chat(self.npc_name, clicker_name,
"Thank you my love, but I think that you have given me")
npc.chat(self.npc_name, clicker_name,
"enough gifts for now. Maybe we should go a step further")
-- Reset gift timer
reset_gift_timer(self, clicker_name)
return true
elseif get_relationship_points(self, clicker_name) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit
and item:get_name() == "advanced_npc:marriage_ring" then
-- If the player/entity is offering a marriage ring, then NPC will accept with a 50%
-- chance to marry the clicker
local receive_chance = math.random(1, 10)
-- Receive ring and get married
if receive_chance < 6 then
npc.chat(self.npc_name, clicker_name,
"Oh, oh you make me so happy! Yes! I will marry you!")
-- Get ring
item:take_item()
clicker:set_wielded_item(item)
-- TODO: Implement marriage event
-- Show marriage reaction
local pos = self.object:getpos()
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 20, "heart.png", 4)
-- Give 100 points, so NPC is really happy on marriage
update_relationship(self, clicker_name, 100)
-- This sets the married state, for now. Hehe
self.owner = clicker_name
-- Reject ring for now
else
npc.chat(self.npc_name, clicker_name,
"Dear, I feel the same as you. But maybe not yet...")
end
-- Reset gift timer
reset_gift_timer(self, clicker_name)
return true
end
-- Marriage gifts: except for disliked items, all product a 0.5 * npc.ITEM_GIFT_EFFECT
-- Disliked items cause only a -0.5 point effect
if get_relationship_points(self, clicker_name) >=
npc.relationships.RELATIONSHIP_PHASE["phase5"].limit then
local modifier = 0.5 * npc.ITEM_GIFT_EFFECT
-- Check for disliked items
if item:get_name() == self.gift_data.disliked_items.dis1
or item:get_name() == self.gift_data.disliked_items.dis2 then
modifier = -0.5
show_receive_gift_reaction(self, item:get_name(), modifier, clicker_name, false)
elseif item:get_name() == self.gift_data.favorite_items.fav1
or item:get_name() == self.gift_data.favorite_items.fav2 then
-- Favorite item reaction
show_receive_gift_reaction(self, item:get_name(), modifier, clicker_name, false)
else
-- Neutral item reaction
npc.chat(self.npc_name, clicker_name, "Thank you honey!")
end
-- Take item
item:take_item()
clicker:set_wielded_item(item)
-- Update relationship
update_relationship(self, clicker_name, modifier)
-- Reset gift timer
reset_gift_timer(self, clicker_name)
return true
end
-- Modifies relationship depending on given item
local modifier = 0
local take = true
local show_reaction = false
if item:get_name() == self.gift_data.favorite_items.fav1 then
modifier = 2 * npc.relationships.ITEM_GIFT_EFFECT
show_reaction = true
elseif item:get_name() == self.gift_data.favorite_items.fav2 then
modifier = npc.relationships.ITEM_GIFT_EFFECT
show_reaction = true
elseif item:get_name() == self.gift_data.disliked_items.dis1 then
modifier = (-2) * npc.relationships.ITEM_GIFT_EFFECT
show_reaction = true
elseif item:get_name() == self.gift_data.disliked_items.dis2 then
modifier = (-1) * npc.relationships.ITEM_GIFT_EFFECT
show_reaction = true
else
-- If item is not a favorite or a dislike, then receive chance
-- if 70%
local receive_chance = math.random(1,10)
if receive_chance < 7 then
npc.chat(self.npc_name, clicker_name, "Thanks. I will find some use for this.")
else
npc.chat(self.npc_name, clicker_name, "Thank you, but no, I have no use for this.")
take = false
end
show_reaction = false
end
-- Update relationship status
local is_phase_changed = update_relationship(self, clicker_name, modifier)
-- Show NPC reaction to gift
if show_reaction == true then
show_receive_gift_reaction(self, item:get_name(), modifier, clicker_name, is_phase_changed)
end
-- Take item if NPC accepted it
if take == true then
item:take_item()
clicker:set_wielded_item(item)
end
--npc.log("DEBUG", "NPC: "..dump(self))
-- Reset gift timer
reset_gift_timer(self, clicker_name)
return true
end
-- Relationships are slowly increased by talking, increases by +0.2.
-- Talking to married NPC increases relationship by +1
-- TODO: This needs a timer as the gift timer. NPC will talk anyways
-- but relationship will not increase.
function npc.relationships.dialogue_relationship_update(self, clicker)
-- Get clicker name
local clicker_name = npc.get_entity_name(clicker)
-- Check if relationship can be updated via talk
if check_relationship_by_talk_timer_ready(self, clicker_name) == false then
return
end
-- Create relationship if it doesn't exists
if check_relationship_exists(self, clicker_name) == false then
create_relationship(self, clicker_name)
end
local modifier = 0.2
if self.is_married_to ~= nil and clicker_name == self.is_married_to then
modifier = 1
end
-- Update relationship
update_relationship(self, clicker_name, modifier)
-- Resert timers
reset_talk_timer(self, clicker_name)
reset_relationship_decrease_timer(self, clicker_name)
end