54c005ec34
Dialogue: Add support to show dedicated trading prompts for dedicated traders. (WIP) Get buy/sell offers for dedicated traders.
465 lines
16 KiB
Lua
465 lines
16 KiB
Lua
-- NPC dialogue code by Zorman2000
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-- Dialogue definitions:
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-- TODO: Complete
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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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-- }
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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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---------------------------------------------------------------------------------------
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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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is_dedicated_trade_prompt,
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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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is_dedicated_trade_prompt = is_dedicated_trade_prompt,
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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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-- 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 r,esponses 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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-- 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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set_response_ids_recursively(result.normal[i], 0, dialogue_id)
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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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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.trade.DEDICATED_TRADER_PROMPT
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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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-- 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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minetest.log("Chosen dialogue: "..dump(dialogue))
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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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-- Check if this dialogue has a flag definition
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if dialogue.flag then
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-- Check if the NPC has this flag
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local flag_value = npc.get_flag(self, dialogue.flag.name)
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if flag_value ~= nil then
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-- Check if value of the flag is equal to the expected value
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if flag_value ~= dialogue.flag.value then
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-- Do not process this dialogue
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return false
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end
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else
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if (type(dialogue.flag.value) == "boolean" and dialogue.flag.value ~= false)
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or (type(dialogue.flag.value) == "number" and dialogue.flag.value > 0) then
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-- Do not process this dialogue
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return false
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end
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end
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end
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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, self.nametag..": "..dialogue.text)
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end
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-- Check if dialogue has responses. If it doesn't, unlock the actions
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-- queue and reset actions timer.'
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if not dialogue.responses then
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npc.unlock_actions(self)
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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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dialogue.is_dedicated_trade_prompt,
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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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-- Dialogue object processed successfully
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return true
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end
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-----------------------------------------------------------------------------
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-- Functions for rotating NPC to look at player
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-- (taken from the mobs_redo API)
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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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function npc.dialogue.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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---------------------------------------------------------------------------------------
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-- Answer processing functions
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---------------------------------------------------------------------------------------
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-- This function locates a response object that has function on the dialogue tree.
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local function get_response_object_by_id_recursive(dialogue, current_depth, response_id)
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if dialogue.responses == nil
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and (dialogue.action_type == "dialogue" and dialoge.action.responses == nil) then
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return nil
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elseif dialogue.responses ~= nil then
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-- Get current depth and response ID
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local d_i1, d_i2 = string.find(response_id, ":")
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minetest.log("N1: "..dump(string.sub(response_id, 0, d_i1))..", N2: "..dump(string.sub(response_id, 1, d_i1-1)))
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local depth = tonumber(string.sub(response_id, 0, d_i1-1))
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local id = tonumber(string.sub(response_id, d_i2 + 1))
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minetest.log("Depth: "..dump(depth)..", id: "..dump(id))
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-- Check each response
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for key,value in ipairs(dialogue.responses) do
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minetest.log("Key: "..dump(key)..", value: "..dump(value)..", comp1: "..dump(current_depth == depth))
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if value.action_type == "function" then
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-- Check if we are on correct response and correct depth
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if current_depth == depth then
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if key == id then
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return value
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end
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end
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else
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minetest.log("Entering again...")
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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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local response = get_response_object_by_id_recursive(value.action, current_depth + 1, response_id)
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if response ~= nil then
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return response
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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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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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-- Unlock queue, reset action timer and unfreeze NPC.
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npc.unlock_actions(player_response.npc)
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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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-- Check if the player hit the negative option
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if fields["exit"] then
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-- Unlock queue, reset action timer and unfreeze NPC.
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npc.unlock_actions(player_response.npc)
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end
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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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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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return
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elseif player_response.is_dedicated_trade_prompt == true then
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-- Get the functions for a dedicated trader prompt
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npc.trade.DEDICATED_TRADER_PROMPT
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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return
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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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minetest.log("Object: "..dump(dialogues[player_response.options[i].dialogue_id]))
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local response = get_response_object_by_id_recursive(dialogues[player_response.options[i].dialogue_id], 0, player_response.options[i].response_id)
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minetest.log("Found: "..dump(response))
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-- Execute function
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response.action(player_response.npc, player)
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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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-- Unlock queue, reset action timer and unfreeze NPC.
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npc.unlock_actions(player_response.npc)
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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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