advanced_npc/dialogue.lua
Hector Franqui e79fb91ff3 Dialogues: Re-write dialogues to allow Minetest's like registration system instead of the actual table lookup system. In general, dialogues now are registered in similar fashion as nodes, entities and others are registered in Minetest.
Relationships: Re-write to the way favorite/disliked items are defined, now allow Minetest's like registration as well.
Random data: Random data now includes registrations for gift items and dialogues.
2017-07-13 19:01:28 -04:00

687 lines
24 KiB
Lua

-------------------------------------------------------------------------------------
-- NPC dialogue code by Zorman2000
-------------------------------------------------------------------------------------
npc.dialogue = {}
npc.dialogue.POSITIVE_GIFT_ANSWER_PREFIX = "Yes, give "
npc.dialogue.NEGATIVE_ANSWER_LABEL = "Nevermind"
npc.dialogue.MIN_DIALOGUES = 2
npc.dialogue.MAX_DIALOGUES = 4
npc.dialogue.dialogue_type = {
married = 1,
casual_trade = 2,
dedicated_trade = 3,
custom_trade = 4
}
-- This table contains the answers of dialogue boxes
npc.dialogue.dialogue_results = {
options_dialogue = {},
yes_no_dialogue = {}
}
npc.dialogue.tags = {
UNISEX = "unisex",
MALE = "male",
FEMALE = "female",
-- Relationship based tags - these are one-to-one with the
-- phase names.
PHASE_1 = "phase1",
PHASE_2 = "phase2",
PHASE_3 = "phase3",
PHASE_4 = "phase4",
PHASE_5 = "phase5",
GIFT_ITEM_HINT = "gift_item_hint",
GIFT_ITEM_RESPONSE = "gift_item_response",
GIFT_ITEM_LIKED = "gift_item_liked",
GIFT_ITEM_UNLIKED = "gift_item_unliked",
-- Occupation-based tags - these are one-to-one with the
-- default occupation names
BASIC = "basic", -- Dialogues related to the basic occupation should
-- use this. As basic occupation is generic, any occupation
-- should be able to use these dialogues.
DEFAULT_FARMER = "default_farmer",
DEFAULT_COOKER = "default_cooker"
}
-- This table will contain all the registered dialogues for NPCs
npc.dialogue.registered_dialogues = {}
--------------------------------------------------------------------------------------
-- Dialogue registration functions
-- All dialogues will be registered by providing a definition.
-- A unique key will be assigned to them. The dialogue definition is the following:
-- {
-- text: "",
-- ^ The "spoken" dialogue line
-- flag:
-- ^ If the flag with the specified name has the specified value
-- then this dialogue is valid
-- {
-- name: ""
-- ^ Name of the flag
-- value:
-- ^ Expected value of the flag. A flag can be a function. In such a case, it is
-- expected the function will return this value.
-- },
-- tags = {
-- -- Tags are an array of string that allow to classify dialogues
-- -- A dialogue can have as many tags as desired and can take any form.
-- -- However, for consistency, some predefined tags can be found at
-- -- npc.dialogue.tags.
-- -- Example:
-- "phase1",
-- "any"
-- }
-- responses = {
-- -- Array of responses the player can choose. A response can be of
-- -- two types: as [1] or as [2] (see example below)
-- [1] = {
-- text = "Yes",
-- -- Text displayed to the player
-- action_type = "dialogue",
-- -- Type of action that happens when the player chooses this response.
-- -- can be "dialogue" or "function". This example shows "dialogue"
-- action = {
-- text = "It's so beautiful, and big, and large, and infinite, and..."
-- },
-- },
-- -- A table containing a dialogue. This means you can include not only
-- -- text but also flag and responses as well. Dialogues are recursive.
-- [2] = {
-- text = "No",
-- action_type = "function",
-- action = function(self, player)
-- -- A function will have access to self, which is the NPC
-- -- and the player, which is the player ObjectRef. You can
-- -- pretty much do anything here. The example here is very simple,
-- -- just sending a chat message. But you can add items to players
-- -- or to NPCs and so on.
-- minetest.chat_send_player(player:get_player_name(), "Oh, ok...")
-- end,
-- },
-- }
-- }
--------------------------------------------------------------------------------------
-- The register dialogue function will just receive the definition as
-- explained above. The unique key will be the index it gets into the
-- array when inserted.
function npc.dialogue.register_dialogue(def)
-- If def has not tags then apply the default ones
if not def.tags then
def.tags = {npc.dialogue.tags.UNISEX, npc.dialogue.tags.PHASE_1}
end
-- Insert dialogue into table
table.insert(npc.dialogue.registered_dialogues, def)
--minetest.log("Dialogues: "..dump(npc.dialogue.registered_dialogues))
end
-- This function returns a table of dialogues that meet the given
-- tags array. The keys in the table are the keys in
-- npc.dialogue.registered_dialogues, therefore you can use them to
--retrieve specific dialogues. However, it should be stored by the NPC.
function npc.dialogue.search_dialogue_by_tags(tags, find_all)
--minetest.log("Tags being searched: "..dump(tags))
local result = {}
for key, def in pairs(npc.dialogue.registered_dialogues) do
-- Check if def.tags have any of the provided tags
local tags_found = 0
--minetest.log("Tags on dialogue def: "..dump(def.tags))
for i = 1, #tags do
if npc.utils.array_contains(def.tags, tags[i]) then
tags_found = tags_found + 1
end
end
--minetest.log("Tags found: "..dump(tags_found))
-- Check if we found all tags
if find_all then
if tags_found == #tags then
-- Add result
result[key] = def
end
elseif not find_all then
if tags_found == #tags or tags_found == #def.tags then
-- Add result
result[key] = def
end
end
-- if (find_all == true and tags_found == #tags)
-- or (not find_all and tags_found == #def.tags) then
-- end
end
return result
end
--------------------------------------------------------------------------------------
-- Dialogue box definitions
-- The dialogue boxes are used for the player to interact with the
-- NPC in dialogues.
--------------------------------------------------------------------------------------
-- Creates and shows a multi-option dialogue based on the number of responses
-- that the dialogue object contains
function npc.dialogue.show_options_dialogue(self,
dialogue,
dismiss_option_label,
player_name)
local responses = dialogue.responses
local options_length = table.getn(responses) + 1
local formspec_height = (options_length * 0.7) + 0.4
local formspec = "size[7,"..tostring(formspec_height).."]"
for i = 1, #responses do
local y = 0.8;
if i > 1 then
y = (0.75 * i)
end
formspec = formspec.."button_exit[0.5,"
..(y - 0.5)..";6,0.5;opt"..tostring(i)..";"..responses[i].text.."]"
end
formspec = formspec.."button_exit[0.5,"
..(formspec_height - 0.7)..";6,0.5;exit;"..dismiss_option_label.."]"
-- Create entry on options_dialogue table
npc.dialogue.dialogue_results.options_dialogue[player_name] = {
npc = self,
is_married_dialogue =
(dialogue.dialogue_type == npc.dialogue.dialogue_type.married),
is_casual_trade_dialogue =
(dialogue.dialogue_type == npc.dialogue.dialogue_type.casual_trade),
is_dedicated_trade_dialogue =
(dialogue.dialogue_type == npc.dialogue.dialogue_type.dedicated_trade),
is_custom_trade_dialogue =
(dialogue.dialogue_type == npc.dialogue.dialogue_type.custom_trade),
casual_trade_type = dialogue.casual_trade_type,
options = responses
}
minetest.show_formspec(player_name, "advanced_npc:options", formspec)
end
-- This function is used for showing a yes/no dialogue formspec
function npc.dialogue.show_yes_no_dialogue(self,
prompt,
positive_answer_label,
positive_callback,
negative_answer_label,
negative_callback,
player_name)
npc.lock_actions(self)
local formspec = "size[7,3]"..
"label[0.5,0.1;"..prompt.."]"..
"button_exit[0.5,1.15;6,0.5;yes_option;"..positive_answer_label.."]"..
"button_exit[0.5,1.95;6,0.5;no_option;"..negative_answer_label.."]"
-- Create entry into responses table
npc.dialogue.dialogue_results.yes_no_dialogue[player_name] = {
npc = self,
yes_callback = positive_callback,
no_callback = negative_callback
}
minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec)
end
--------------------------------------------------------------------------------------
-- Dialogue methods
--------------------------------------------------------------------------------------
-- This function sets a unique response ID (made of <depth>:<response index>) to
-- each response that features a function. This is to be able to locate the
-- function easily later
local function set_response_ids_recursively(dialogue, depth, dialogue_id)
-- Base case: dialogue object with no responses and no r,esponses below it
if dialogue.responses == nil
and (dialogue.action_type == "dialogue" and dialogue.action.responses == nil) then
return
elseif dialogue.responses ~= nil then
-- Assign a response ID to each response
local response_id_prefix = tostring(depth)..":"
for key,value in ipairs(dialogue.responses) do
if value.action_type == "function" then
value.response_id = response_id_prefix..key
value.dialogue_id = dialogue_id
else
-- We have a dialogue action type. Need to check if dialogue has further responses
if value.action.responses ~= nil then
set_response_ids_recursively(value.action, depth + 1, dialogue_id)
end
end
end
end
end
-- Select random dialogue objects for an NPC based on sex
-- and the relationship phase with player
function npc.dialogue.select_random_dialogues_for_npc(self, phase)
local result = {
normal = {},
hints = {}
}
local phase_tag = "phase1"
if phase then
phase_tag = phase
end
local search_tags = {
"unisex",
self.sex,
phase_tag,
self.occupation
}
local dialogues = npc.dialogue.search_dialogue_by_tags(search_tags)
minetest.log("dialogues found by tag search: "..dump(dialogues))
-- Determine how many dialogue lines the NPC will have
local number_of_dialogues = math.random(npc.dialogue.MIN_DIALOGUES, npc.dialogue.MAX_DIALOGUES)
for i = 1,number_of_dialogues do
local dialogue_id = math.random(1, #dialogues)
result.normal[i] = dialogue_id
--set_response_ids_recursively(result.normal[i], 0, dialogue_id)
end
-- Add item hints.
for i = 1, 2 do
local hints = npc.relationships.get_dialogues_for_gift_item(
self.gift_data.favorite_items["fav"..tostring(i)],
npc.dialogue.tags.GIFT_ITEM_HINT,
npc.dialogue.tags.GIFT_ITEM_LIKED,
self.sex,
phase_tag)
for key, value in pairs(hints) do
result.hints[i] = key
end
end
for i = 3, 4 do
local hints = npc.relationships.get_dialogues_for_gift_item(
self.gift_data.disliked_items["dis"..tostring(i-2)],
npc.dialogue.tags.GIFT_ITEM_HINT,
npc.dialogue.tags.GIFT_ITEM_UNLIKED,
self.sex)
for key, value in pairs(hints) do
result.hints[i] = key
end
end
-- Favorite items
-- for i = 1, 2 do
-- result.hints[i] = {}
-- result.hints[i].text =
-- npc.relationships.get_hint_for_favorite_item(
-- self.gift_data.favorite_items["fav"..tostring(i)], self.sex, phase_tag)
-- end
-- -- Disliked items
-- for i = 3, 4 do
-- result.hints[i] = {}
-- result.hints[i].text =
-- npc.relationships.get_hint_for_disliked_item(
-- self.gift_data.disliked_items["dis"..tostring(i-2)], self.sex, phase_tag)
-- end
minetest.log("Dialogue results:"..dump(result))
return result
end
-- This function creates a multi-option dialogue from the custom trades that the
-- NPC have.
function npc.dialogue.create_custom_trade_options(self, player)
-- Create the action for each option
local actions = {}
for i = 1, #self.trader_data.custom_trades do
table.insert(actions,
function()
npc.trade.show_custom_trade_offer(self, player, self.trader_data.custom_trades[i])
end)
end
-- Default text to be shown for dialogue prompt
local text = npc.trade.CUSTOM_TRADES_PROMPT_TEXT
-- Get the options from each custom trade entry
local options = {}
if #self.trader_data.custom_trades == 1 then
table.insert(options, self.trader_data.custom_trades[1].button_prompt)
text = self.trader_data.custom_trades[1].option_prompt
else
for i = 1, #self.trader_data.custom_trades do
table.insert(options, self.trader_data.custom_trades[i].button_prompt)
end
end
-- Create dialogue object
local dialogue = npc.dialogue.create_option_dialogue(text, options, actions)
dialogue.dialogue_type = npc.dialogue.dialogue_type.custom_trade
return dialogue
end
-- This function will choose randomly a dialogue from the NPC data
-- and process it.
function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
-- Choose a dialogue randomly
local dialogue = {}
-- Construct dialogue for marriage
if npc.relationships.get_relationship_phase(self, player:get_player_name()) == "phase6"
and show_married_dialogue == true then
dialogue = npc.relationships.MARRIED_NPC_DIALOGUE
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
return
end
-- Show options dialogue for dedicated trader
if self.trader_data.trader_status == npc.trade.TRADER then
dialogue = npc.trade.DEDICATED_TRADER_PROMPT
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
return
end
local chance = math.random(1, 100)
if chance < 30 then
-- Show trading options for casual traders
-- If NPC has custom trading options, these will be
-- shown as well with equal chance as the casual
-- buy/sell options
if self.trader_data.trader_status == npc.trade.NONE then
-- Show custom trade options if available
if table.getn(self.trader_data.custom_trades) > 0 then
-- Show custom trade options
dialogue = npc.dialogue.create_custom_trade_options(self, player)
end
elseif self.trader_data.trader_status == npc.trade.CASUAL then
local max_trade_chance = 2
if table.getn(self.trader_data.custom_trades) > 0 then
max_trade_chance = 3
end
-- Show buy/sell with 50% chance each
local trade_chance = math.random(1, max_trade_chance)
if trade_chance == 1 then
-- Show casual buy dialogue
dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
elseif trade_chance == 2 then
-- Show casual sell dialogue
dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
elseif trade_chance == 3 then
-- Show custom trade options
dialogue = npc.dialogue.create_custom_trade_options(self, player)
end
end
elseif chance >= 30 and chance < 90 then
-- Choose a random dialogue from the common ones
dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
elseif chance >= 90 then
-- Choose a random dialogue line from the favorite/disliked item hints
dialogue = self.dialogues.hints[math.random(1, 4)]
end
local dialogue_result = npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
if dialogue_result == false then
-- Try to find another dialogue line
npc.dialogue.start_dialogue(self, player, show_married_dialogue)
end
end
-- This function processes a dialogue object and performs
-- actions depending on what is defined in the object
function npc.dialogue.process_dialogue(self, dialogue, player_name)
-- Freeze NPC actions
npc.lock_actions(self)
if type(dialogue) ~= "table" then
dialogue = npc.dialogue.registered_dialogues[dialogue]
minetest.log("Found dialogue: "..dump(dialogue))
end
-- Check if this dialogue has a flag definition
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,
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_casual_trade_dialogue == true then
-- Check if trade is casual buy or sell
if player_response.casual_trade_type == npc.trade.OFFER_BUY then
-- Get functions from casual buy dialogue
npc.trade.CASUAL_TRADE_BUY_DIALOGUE
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
elseif player_response.casual_trade_type == npc.trade.OFFER_SELL == true then
-- Get functions from casual sell dialogue
npc.trade.CASUAL_TRADE_SELL_DIALOGUE
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
end
return
elseif player_response.is_dedicated_trade_dialogue == true then
-- Get the functions for a dedicated trader prompt
npc.trade.DEDICATED_TRADER_PROMPT
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
return
elseif player_response.is_custom_trade_dialogue == true then
-- Functions for a custom trade should be available from the same dialogue
-- object as it is created in memory
minetest.log("Player response: "..dump(player_response.options[i]))
player_response.options[i].action(player_response.npc, player)
else
-- Get dialogues for sex and phase
local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
minetest.log("Object: "..dump(dialogues[player_response.options[i].dialogue_id]))
local response = get_response_object_by_id_recursive(dialogues[player_response.options[i].dialogue_id], 0, player_response.options[i].response_id)
minetest.log("Found: "..dump(response))
-- Execute function
response.action(player_response.npc, player)
-- Execute function
-- dialogues[player_response.options[i].dialogue_id]
-- .responses[player_response.options[i].response_id]
-- .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)