Improvements to prices and price-related mechanisms. NPC: Improved get_item_name and get_item_count methods.
316 lines
9.8 KiB
Lua
316 lines
9.8 KiB
Lua
-- NPC dialogue code by Zorman2000
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npc.dialogue = {}
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npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX = "Yes, give "
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npc.dialogue.NEGATIVE_ANSWER_LABEL = "Nevermind"
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npc.dialogue.MIN_DIALOGUES = 2
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npc.dialogue.MAX_DIALOGUES = 4
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-- This table contains the answers of dialogue boxes
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npc.dialogue.dialogue_results = {
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options_dialogue = {},
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yes_no_dialogue = {}
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}
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-- Dialogue box definitions
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-- The dialogue boxes are used for the player to interact with the
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-- NPC in dialogues.
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--------------------------------------------------------------------
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-- Creates and shows a multi-option dialogue based on the number of responses
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-- that the dialogue object contains
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function npc.dialogue.show_options_dialogue(self,
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responses,
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is_married_dialogue,
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is_casual_trade_dialogue,
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casual_trade_type,
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dismiss_option_label,
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player_name)
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local options_length = table.getn(responses) + 1
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local formspec_height = (options_length * 0.7) + 0.4
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local formspec = "size[7,"..tostring(formspec_height).."]"
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for i = 1, #responses do
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local y = 0.8;
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if i > 1 then
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y = (0.75 * i)
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end
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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,"
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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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npc = self,
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is_married_dialogue = is_married_dialogue,
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is_casual_trade_dialogue = is_casual_trade_dialogue,
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casual_trade_type = casual_trade_type,
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options = responses
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}
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minetest.show_formspec(player_name, "advanced_npc:options", formspec)
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end
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-- This function is used for showing a yes/no dialogue formspec
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function npc.dialogue.show_yes_no_dialogue(prompt,
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positive_answer_label,
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positive_callback,
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negative_answer_label,
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negative_callback,
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player_name)
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local formspec = "size[7,3]"..
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"label[0.5,0.1;"..prompt.."]"..
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"button_exit[0.5,1.15;6,0.5;yes_option;"..positive_answer_label.."]"..
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"button_exit[0.5,1.95;6,0.5;no_option;"..negative_answer_label.."]"
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-- Create entry into responses table
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npc.dialogue.dialogue_results.yes_no_dialogue[player_name] = {
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yes_callback = positive_callback,
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no_callback = negative_callback
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}
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minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec)
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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, favorite_items, disliked_items)
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local result = {
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normal = {},
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hints = {}
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}
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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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end
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dialogues = dialogues[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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for i = 1,number_of_dialogues do
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local dialogue_id = math.random(1, #dialogues)
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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.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.normal[i].responses) do
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if value.action_type == "function" then
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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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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.relationships.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.relationships.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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-- This function will choose randomly a dialogue from the NPC data
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-- and process it.
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function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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-- Choose a dialogue randomly
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-- TODO: Add support for flags
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local dialogue = {}
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-- Construct dialogue for marriage
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if npc.relationships.get_relationship_phase(self, player:get_player_name()) == "phase6"
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and show_married_dialogue == true then
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dialogue = npc.relationships.MARRIED_NPC_DIALOGUE
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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return
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end
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local chance = math.random(1, 100)
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minetest.log("Chance: "..dump(chance))
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if chance < 30 then
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-- If NPC is a casual trader, show a sell or buy dialogue 30% of the time, depending
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-- on the state of the casual trader.
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if self.trader_data.trader_status == npc.trade.CASUAL then
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-- Show buy/sell with 50% chance each
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local buy_or_sell_chance = math.random(1, 2)
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if buy_or_sell_chance == 1 then
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-- Show casual buy dialogue
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dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
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else
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-- Show casual sell dialogue
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dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
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end
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end
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elseif chance >= 30 and 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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minetest.log("Chosen dialogue: "..dump(dialogue))
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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end
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-- This function processes a dialogue object and performs
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-- actions depending on what is defined in the object
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function npc.dialogue.process_dialogue(self, dialogue, player_name)
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-- Send dialogue line
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if dialogue.text then
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minetest.chat_send_player(player_name, dialogue.text)
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end
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-- Check if there are responses, then show multi-option dialogue if there are
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if dialogue.responses then
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npc.dialogue.show_options_dialogue(
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self,
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dialogue.responses,
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dialogue.is_married_dialogue,
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dialogue.casual_trade_type ~= nil,
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dialogue.casual_trade_type,
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npc.dialogue.NEGATIVE_ANSWER_LABEL,
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player_name
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)
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end
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end
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-----------------------------------------------------------------------------
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-- Functions for rotating NPC to look at player (taken from the API itself)
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-----------------------------------------------------------------------------
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local atan = function(x)
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if x ~= x then
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return 0
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else
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return math.atan(x)
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end
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end
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local function rotate_npc_to_player(self)
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local s = self.object:getpos()
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local objs = minetest.get_objects_inside_radius(s, 4)
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local lp = nil
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local yaw = 0
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for n = 1, #objs do
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if objs[n]:is_player() then
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lp = objs[n]:getpos()
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break
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end
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end
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if lp then
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local vec = {
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x = lp.x - s.x,
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
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if lp.x > s.x then
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yaw = yaw + math.pi
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end
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end
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self.object:setyaw(yaw)
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end
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-- Handler for dialogue formspec
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minetest.register_on_player_receive_fields(function (player, formname, fields)
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-- Additional checks for other forms should be handled here
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-- Handle yes/no dialogue
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if formname == "advanced_npc:yes_no" then
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local player_name = player:get_player_name()
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if fields then
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local player_response = npc.dialogue.dialogue_results.yes_no_dialogue[player_name]
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if fields.yes_option then
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player_response.yes_callback()
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elseif fields.no_option then
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player_response.no_callback()
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end
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end
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end
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-- Manage options dialogue
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if formname == "advanced_npc:options" then
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local player_name = player:get_player_name()
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if fields then
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-- Get player response
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local player_response = npc.dialogue.dialogue_results.options_dialogue[player_name]
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for i = 1, #player_response.options do
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local button_label = "opt"..tostring(i)
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if fields[button_label] then
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if player_response.options[i].action_type == "dialogue" then
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-- Process dialogue object
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minetest.log("Action: "..dump(player_response.options[i]))
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npc.dialogue.process_dialogue(player_response.npc,
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player_response.options[i].action,
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player_name)
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elseif player_response.options[i].action_type == "function" then
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-- Execute function - get it directly from definition
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-- Find NPC relationship phase with player
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local phase =
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npc.relationships.get_relationship_phase(player_response.npc, player_name)
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-- Check if NPC is married and the married NPC dialogue should be shown
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if phase == "phase6" and player_response.is_married_dialogue == true then
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-- Get the function definitions from the married dialogue
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npc.relationships.MARRIED_NPC_DIALOGUE
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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elseif player_response.is_casual_trade_dialogue == true then
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-- Check if trade is casual buy or sell
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if player_response.casual_trade_type == npc.trade.OFFER_BUY then
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-- Get functions from casual buy dialogue
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npc.trade.CASUAL_TRADE_BUY_DIALOGUE
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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elseif player_response.casual_trade_type == npc.trade.OFFER_SELL == true then
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-- Get functions from casual sell dialogue
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npc.trade.CASUAL_TRADE_SELL_DIALOGUE
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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end
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else
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-- Get dialogues for sex and phase
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local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
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-- Execute function
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dialogues[player_response.options[i].dialogue_id]
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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end
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end
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return
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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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