3edc959d3a
Ported all trade dialogues to use new dialogue system.
683 lines
23 KiB
Lua
683 lines
23 KiB
Lua
-------------------------------------------------------------------------------------
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-- NPC dialogue code by Zorman2000
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-------------------------------------------------------------------------------------
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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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npc.dialogue.dialogue_type = {
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married = 1,
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casual_trade = 2,
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dedicated_trade = 3,
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custom_trade = 4
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}
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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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npc.dialogue.tags = {
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UNISEX = "unisex",
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MALE = "male",
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FEMALE = "female",
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-- Relationship based tags - these are one-to-one with the
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-- phase names.
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DEFAULT_MARRIED_DIALOGUE = "default_married_dialogue",
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PHASE_1 = "phase1",
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PHASE_2 = "phase2",
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PHASE_3 = "phase3",
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PHASE_4 = "phase4",
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PHASE_5 = "phase5",
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GIFT_ITEM_HINT = "gift_item_hint",
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GIFT_ITEM_RESPONSE = "gift_item_response",
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GIFT_ITEM_LIKED = "gift_item_liked",
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GIFT_ITEM_UNLIKED = "gift_item_unliked",
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-- Trade-related tags
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DEFAULT_CASUAL_TRADE = "default_casual_trade_dialogue",
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DEFAULT_DEDICATED_TRADE = "default_dedicated_trade_dialogue",
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DEFAULT_BUY_OFFER = "buy_offer",
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DEFAULT_SELL_OFFER = "sell_offer",
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-- Occupation-based tags - these are one-to-one with the
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-- default occupation names
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BASIC = "basic", -- Dialogues related to the basic occupation should
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-- use this. As basic occupation is generic, any occupation
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-- should be able to use these dialogues.
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DEFAULT_FARMER = "default_farmer",
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DEFAULT_COOKER = "default_cooker"
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}
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-- This table will contain all the registered dialogues for NPCs
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npc.dialogue.registered_dialogues = {}
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npc.dialogue.cache_keys = {
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CASUAL_BUY_DIALOGUE = {key="CASUAL_BUY_DIALOGUE", tags={npc.dialogue.tags.DEFAULT_CASUAL_TRADE, npc.dialogue.tags.DEFAULT_BUY_OFFER}},
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CASUAL_SELL_DIALOGUE = {key="CASUAL_SELL_DIALOGUE", tags={npc.dialogue.tags.DEFAULT_CASUAL_TRADE, npc.dialogue.tags.DEFAULT_SELL_OFFER}},
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DEDICATED_TRADER_DIALOGUE = {key="DEDICATED_TRADER_DIALOGUE", tags={npc.dialogue.tags.DEFAULT_DEDICATED_TRADE}},
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MARRIED_DIALOGUE = {key="MARRIED_DIALOGUE", tags={npc.dialogue.tags.DEFAULT_MARRIED_DIALOGUE}},
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}
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npc.dialogue.cache = {}
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--------------------------------------------------------------------------------------
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-- Dialogue registration functions
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-- All dialogues will be registered by providing a definition.
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-- A unique key will be assigned to them. The dialogue definition is the following:
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-- {
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-- text: "",
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-- ^ The "spoken" dialogue line
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-- flag:
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-- ^ If the flag with the specified name has the specified value
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-- then this dialogue is valid
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-- {
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-- name: ""
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-- ^ Name of the flag
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-- value:
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-- ^ Expected value of the flag. A flag can be a function. In such a case, it is
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-- expected the function will return this value.
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-- },
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-- tags = {
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-- -- Tags are an array of string that allow to classify dialogues
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-- -- A dialogue can have as many tags as desired and can take any form.
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-- -- However, for consistency, some predefined tags can be found at
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-- -- npc.dialogue.tags.
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-- -- Example:
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-- "phase1",
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-- "any"
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-- }
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-- responses = {
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-- -- Array of responses the player can choose. A response can be of
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-- -- two types: as [1] or as [2] (see example below)
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-- [1] = {
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-- text = "Yes",
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-- -- Text displayed to the player
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-- action_type = "dialogue",
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-- -- Type of action that happens when the player chooses this response.
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-- -- can be "dialogue" or "function". This example shows "dialogue"
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-- action = {
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-- text = "It's so beautiful, and big, and large, and infinite, and..."
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-- },
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-- },
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-- -- A table containing a dialogue. This means you can include not only
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-- -- text but also flag and responses as well. Dialogues are recursive.
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-- [2] = {
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-- text = "No",
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-- action_type = "function",
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-- action = function(self, player)
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-- -- A function will have access to self, which is the NPC
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-- -- and the player, which is the player ObjectRef. You can
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-- -- pretty much do anything here. The example here is very simple,
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-- -- just sending a chat message. But you can add items to players
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-- -- or to NPCs and so on.
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-- minetest.chat_send_player(player:get_player_name(), "Oh, ok...")
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-- end,
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-- },
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-- }
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-- }
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--------------------------------------------------------------------------------------
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-- This function sets a unique response ID (made of <depth>:<response index>) to
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-- each response that features a function. This is to be able to locate the
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-- function easily later
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local function set_response_ids_recursively(dialogue, depth, dialogue_id)
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-- Base case: dialogue object with no responses and no responses below it
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if dialogue.responses == nil
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and (dialogue.action_type == "dialogue" and dialogue.action.responses == nil) then
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return
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elseif dialogue.responses ~= nil then
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-- Assign a response ID to each response
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local response_id_prefix = tostring(depth)..":"
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for key,value in ipairs(dialogue.responses) do
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if value.action_type == "function" then
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value.response_id = response_id_prefix..key
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value.dialogue_id = dialogue_id
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else
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-- We have a dialogue action type. Need to check if dialogue has further responses
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if value.action.responses ~= nil then
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set_response_ids_recursively(value.action, depth + 1, dialogue_id)
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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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-- The register dialogue function will just receive the definition as
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-- explained above. The unique key will be the index it gets into the
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-- array when inserted.
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function npc.dialogue.register_dialogue(def)
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-- If def has not tags then apply the default ones
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if not def.tags then
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def.tags = {npc.dialogue.tags.UNISEX, npc.dialogue.tags.PHASE_1}
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end
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local dialogue_id = table.getn(npc.dialogue.registered_dialogues) + 1
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-- Set the response IDs - required for dialogue objects that
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-- form trees of dialogues
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set_response_ids_recursively(def, 0, dialogue_id)
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def.key = dialogue_id
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-- Insert dialogue into table
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table.insert(npc.dialogue.registered_dialogues, def)
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return dialogue_id
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end
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-- This function returns a table of dialogues that meet the given
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-- tags array. The keys in the table are the keys in
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-- npc.dialogue.registered_dialogues, therefore you can use them to
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--retrieve specific dialogues. However, it should be stored by the NPC.
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function npc.dialogue.search_dialogue_by_tags(tags, find_all)
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--minetest.log("Tags being searched: "..dump(tags))
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local result = {}
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for key, def in pairs(npc.dialogue.registered_dialogues) do
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-- Check if def.tags have any of the provided tags
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local tags_found = 0
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--minetest.log("Tags on dialogue def: "..dump(def.tags))
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for i = 1, #tags do
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if npc.utils.array_contains(def.tags, tags[i]) then
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tags_found = tags_found + 1
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end
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end
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--minetest.log("Tags found: "..dump(tags_found))
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-- Check if we found all tags
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if find_all then
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if tags_found == #tags then
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-- Add result
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result[key] = def
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end
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elseif not find_all then
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if tags_found == #tags or tags_found == #def.tags then
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-- Add result
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result[key] = def
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end
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end
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end
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return result
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end
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function npc.dialogue.get_cached_dialogue_key(_cache_key, tags)
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local cache_key = _cache_key
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if type(_cache_key) == "table" then
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cache_key = _cache_key.key
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tags = _cache_key.tags
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end
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local key = npc.dialogue.cache[cache_key]
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-- Check if key isn't cached
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if not key then
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-- Search for the dialogue
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local dialogues = npc.dialogue.search_dialogue_by_tags(tags, true)
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key = npc.utils.get_map_keys(dialogues)[1]
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-- Populate cache
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npc.dialogue.cache[cache_key] = key
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-- Return key
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return key
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else
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-- Return the cached key
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return key
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end
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end
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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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dialogue_key,
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dialogue,
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dismiss_option_label,
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player_name)
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local responses = dialogue.responses
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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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dialogue = dialogue,
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dialogue_key = dialogue_key,
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is_married_dialogue =
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(dialogue.dialogue_type == npc.dialogue.dialogue_type.married),
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is_custom_trade_dialogue =
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(dialogue.dialogue_type == npc.dialogue.dialogue_type.custom_trade),
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casual_trade_type = dialogue.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(self,
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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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npc.lock_actions(self)
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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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npc = self,
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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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--------------------------------------------------------------------------------------
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-- Dialogue methods
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--------------------------------------------------------------------------------------
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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(self, phase)
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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 phase_tag = "phase1"
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if phase then
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phase_tag = phase
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end
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local search_tags = {
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"unisex",
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self.sex,
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phase_tag,
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self.occupation
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}
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local dialogues = npc.dialogue.search_dialogue_by_tags(search_tags)
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local keys = npc.utils.get_map_keys(dialogues)
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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 key_id = math.random(1, #keys)
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result.normal[i] = keys[key_id]
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minetest.log("Adding dialogue: "..dump(dialogues[keys[key_id]]))
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end
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-- Add item hints.
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for i = 1, 2 do
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local hints = npc.relationships.get_dialogues_for_gift_item(
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self.gift_data.favorite_items["fav"..tostring(i)],
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npc.dialogue.tags.GIFT_ITEM_HINT,
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npc.dialogue.tags.GIFT_ITEM_LIKED,
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self.sex,
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phase_tag)
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for key, value in pairs(hints) do
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result.hints[i] = key
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end
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end
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for i = 3, 4 do
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local hints = npc.relationships.get_dialogues_for_gift_item(
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self.gift_data.disliked_items["dis"..tostring(i-2)],
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npc.dialogue.tags.GIFT_ITEM_HINT,
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npc.dialogue.tags.GIFT_ITEM_UNLIKED,
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self.sex)
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for key, value in pairs(hints) do
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result.hints[i] = key
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end
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end
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npc.log("DEBUG", "Dialogue results:"..dump(result))
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return result
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end
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-- This function creates a multi-option dialogue from the custom trades that the
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-- NPC have.
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function npc.dialogue.create_custom_trade_options(self, player)
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-- Create the action for each option
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local actions = {}
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for i = 1, #self.trader_data.custom_trades do
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table.insert(actions,
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function()
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npc.trade.show_custom_trade_offer(self, player, self.trader_data.custom_trades[i])
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end)
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end
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-- Default text to be shown for dialogue prompt
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local text = npc.trade.CUSTOM_TRADES_PROMPT_TEXT
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-- Get the options from each custom trade entry
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local options = {}
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if #self.trader_data.custom_trades == 1 then
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table.insert(options, self.trader_data.custom_trades[1].button_prompt)
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text = self.trader_data.custom_trades[1].option_prompt
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else
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for i = 1, #self.trader_data.custom_trades do
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table.insert(options, self.trader_data.custom_trades[i].button_prompt)
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end
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end
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-- Create dialogue object
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local dialogue = npc.dialogue.create_option_dialogue(text, options, actions)
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dialogue.dialogue_type = npc.dialogue.dialogue_type.custom_trade
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return dialogue
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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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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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-- Show options dialogue for dedicated trader
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if self.trader_data.trader_status == npc.trade.TRADER then
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dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.DEDICATED_TRADER_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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-- Show trading options for casual traders
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-- If NPC has custom trading options, these will be
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-- shown as well with equal chance as the casual
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-- buy/sell options
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if self.trader_data.trader_status == npc.trade.NONE then
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-- Show custom trade options if available
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if table.getn(self.trader_data.custom_trades) > 0 then
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-- Show custom trade options
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dialogue = npc.dialogue.create_custom_trade_options(self, player)
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end
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elseif self.trader_data.trader_status == npc.trade.CASUAL then
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local max_trade_chance = 2
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if table.getn(self.trader_data.custom_trades) > 0 then
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max_trade_chance = 3
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end
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-- Show buy/sell with 50% chance each
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local trade_chance = math.random(1, max_trade_chance)
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if trade_chance == 1 then
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-- Show casual buy dialogue
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dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.CASUAL_BUY_DIALOGUE)
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elseif trade_chance == 2 then
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-- Show casual sell dialogue
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dialogue = npc.dialogue.get_cached_dialogue_key(npc.dialogue.cache_keys.CASUAL_SELL_DIALOGUE)
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elseif trade_chance == 3 then
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-- Show custom trade options
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dialogue = npc.dialogue.create_custom_trade_options(self, player)
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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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-- Choose a random dialogue from the common ones
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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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-- Choose a random dialogue line from the favorite/disliked item hints
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dialogue = self.dialogues.hints[math.random(1, 4)]
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end
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local dialogue_result = npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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if dialogue_result == false then
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-- Try to find another dialogue line
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npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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end
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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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-- Freeze NPC actions
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npc.lock_actions(self)
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local dialogue_key = -1
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if type(dialogue) ~= "table" then
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dialogue_key = dialogue
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dialogue = npc.dialogue.registered_dialogues[dialogue]
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--minetest.log("Found dialogue: "..dump(dialogue))
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end
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-- Check if this dialogue has a flag definition
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if dialogue.flag then
|
|
-- Check if the NPC has this flag
|
|
local flag_value = npc.get_flag(self, dialogue.flag.name)
|
|
if flag_value ~= nil then
|
|
-- Check if value of the flag is equal to the expected value
|
|
if flag_value ~= dialogue.flag.value then
|
|
-- Do not process this dialogue
|
|
return false
|
|
end
|
|
else
|
|
|
|
if (type(dialogue.flag.value) == "boolean" and dialogue.flag.value ~= false)
|
|
or (type(dialogue.flag.value) == "number" and dialogue.flag.value > 0) then
|
|
-- Do not process this dialogue
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Send dialogue line
|
|
if dialogue.text then
|
|
npc.chat(self.npc_name, player_name, dialogue.text)
|
|
end
|
|
|
|
-- Check if dialogue has responses. If it doesn't, unlock the actions
|
|
-- queue and reset actions timer.'
|
|
if not dialogue.responses then
|
|
npc.unlock_actions(self)
|
|
end
|
|
|
|
-- Check if there are responses, then show multi-option dialogue if there are
|
|
if dialogue.responses then
|
|
npc.dialogue.show_options_dialogue(
|
|
self,
|
|
dialogue_key,
|
|
dialogue,
|
|
npc.dialogue.NEGATIVE_ANSWER_LABEL,
|
|
player_name
|
|
)
|
|
end
|
|
|
|
-- Dialogue object processed successfully
|
|
return true
|
|
end
|
|
|
|
function npc.dialogue.create_option_dialogue(prompt, options, actions)
|
|
local result = {}
|
|
result.text = prompt
|
|
result.responses = {}
|
|
for i = 1, #options do
|
|
table.insert(result.responses, {text = options[i], action_type="function", action=actions[i]})
|
|
end
|
|
return result
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- Functions for rotating NPC to look at player
|
|
-- (taken from the mobs_redo API)
|
|
-----------------------------------------------------------------------------
|
|
local atan = function(x)
|
|
if x ~= x then
|
|
return 0
|
|
else
|
|
return math.atan(x)
|
|
end
|
|
end
|
|
|
|
function npc.dialogue.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
|
|
|
|
---------------------------------------------------------------------------------------
|
|
-- Answer processing functions
|
|
---------------------------------------------------------------------------------------
|
|
-- This function locates a response object that has function on the dialogue tree.
|
|
local function get_response_object_by_id_recursive(dialogue, current_depth, response_id)
|
|
if dialogue.responses == nil
|
|
and (dialogue.action_type == "dialogue" and dialoge.action.responses == nil) then
|
|
return nil
|
|
elseif dialogue.responses ~= nil then
|
|
-- Get current depth and response ID
|
|
local d_i1, d_i2 = string.find(response_id, ":")
|
|
minetest.log("N1: "..dump(string.sub(response_id, 0, d_i1))..", N2: "..dump(string.sub(response_id, 1, d_i1-1)))
|
|
local depth = tonumber(string.sub(response_id, 0, d_i1-1))
|
|
local id = tonumber(string.sub(response_id, d_i2 + 1))
|
|
minetest.log("Depth: "..dump(depth)..", id: "..dump(id))
|
|
-- Check each response
|
|
for key,value in ipairs(dialogue.responses) do
|
|
minetest.log("Key: "..dump(key)..", value: "..dump(value)..", comp1: "..dump(current_depth == depth))
|
|
if value.action_type == "function" then
|
|
-- Check if we are on correct response and correct depth
|
|
if current_depth == depth then
|
|
if key == id then
|
|
return value
|
|
end
|
|
end
|
|
else
|
|
minetest.log("Entering again...")
|
|
-- We have a dialogue action type. Need to check if dialogue has further responses
|
|
if value.action.responses ~= nil then
|
|
local response = get_response_object_by_id_recursive(value.action, current_depth + 1, response_id)
|
|
if response ~= nil then
|
|
return response
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Handler for dialogue formspec
|
|
minetest.register_on_player_receive_fields(function (player, formname, fields)
|
|
-- Additional checks for other forms should be handled here
|
|
-- Handle yes/no dialogue
|
|
if formname == "advanced_npc:yes_no" then
|
|
local player_name = player:get_player_name()
|
|
|
|
if fields then
|
|
local player_response = npc.dialogue.dialogue_results.yes_no_dialogue[player_name]
|
|
|
|
-- Unlock queue, reset action timer and unfreeze NPC.
|
|
npc.unlock_actions(player_response.npc)
|
|
|
|
if fields.yes_option then
|
|
player_response.yes_callback()
|
|
elseif fields.no_option then
|
|
player_response.no_callback()
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Manage options dialogue
|
|
if formname == "advanced_npc:options" then
|
|
local player_name = player:get_player_name()
|
|
|
|
if fields then
|
|
-- Get player response
|
|
local player_response = npc.dialogue.dialogue_results.options_dialogue[player_name]
|
|
|
|
-- Check if the player hit the negative option or esc button
|
|
if fields["exit"] or fields["quit"] == "true" then
|
|
-- Unlock queue, reset action timer and unfreeze NPC.
|
|
npc.unlock_actions(player_response.npc)
|
|
end
|
|
|
|
for i = 1, #player_response.options do
|
|
local button_label = "opt"..tostring(i)
|
|
if fields[button_label] then
|
|
if player_response.options[i].action_type == "dialogue" then
|
|
-- Process dialogue object
|
|
npc.dialogue.process_dialogue(player_response.npc,
|
|
player_response.options[i].action,
|
|
player_name)
|
|
elseif player_response.options[i].action_type == "function" then
|
|
-- Execute function - get it directly from definition
|
|
-- Find NPC relationship phase with player
|
|
local phase =
|
|
npc.relationships.get_relationship_phase(player_response.npc, player_name)
|
|
-- Check if NPC is married and the married NPC dialogue should be shown
|
|
if phase == "phase6" and player_response.is_married_dialogue == true then
|
|
-- Get the function definitions from the married dialogue
|
|
npc.relationships.MARRIED_NPC_DIALOGUE
|
|
.responses[player_response.options[i].response_id]
|
|
.action(player_response.npc, player)
|
|
elseif player_response.is_custom_trade_dialogue == true then
|
|
-- Functions for a custom trade should be available from the same dialogue
|
|
-- object as they are created on demand
|
|
minetest.log("Player response: "..dump(player_response.options[i]))
|
|
player_response.options[i].action(player_response.npc, player)
|
|
else
|
|
-- Get dialogue from registered dialogues
|
|
local dialogue = npc.dialogue.registered_dialogues[player_response.options[i].dialogue_id]
|
|
local response = get_response_object_by_id_recursive(dialogue, 0, player_response.options[i].response_id)
|
|
|
|
-- Execute function
|
|
response.action(player_response.npc, player)
|
|
|
|
-- Unlock queue, reset action timer and unfreeze NPC.
|
|
npc.unlock_actions(player_response.npc)
|
|
end
|
|
end
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
end)
|