75af34beb5
Added support for nested dialogue trees. Trade: (WIP) Refactor code to support dedicated trading.
449 lines
15 KiB
Lua
449 lines
15 KiB
Lua
-- NPC dialogue code by Zorman2000
|
|
-- Dialogue definitions:
|
|
-- TODO: Complete
|
|
-- {
|
|
-- 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.
|
|
-- }
|
|
-- }
|
|
|
|
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
|
|
|
|
-- This table contains the answers of dialogue boxes
|
|
npc.dialogue.dialogue_results = {
|
|
options_dialogue = {},
|
|
yes_no_dialogue = {}
|
|
}
|
|
|
|
---------------------------------------------------------------------------------------
|
|
-- 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,
|
|
responses,
|
|
is_married_dialogue,
|
|
is_casual_trade_dialogue,
|
|
casual_trade_type,
|
|
dismiss_option_label,
|
|
player_name)
|
|
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 = is_married_dialogue,
|
|
is_casual_trade_dialogue = is_casual_trade_dialogue,
|
|
casual_trade_type = 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(sex, phase, favorite_items, disliked_items)
|
|
local result = {
|
|
normal = {},
|
|
hints = {}
|
|
}
|
|
|
|
local dialogues = npc.data.DIALOGUES.female
|
|
if sex == npc.MALE then
|
|
dialogues = npc.data.DIALOGUES.male
|
|
end
|
|
dialogues = dialogues[phase]
|
|
|
|
-- 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] = dialogues[dialogue_id]
|
|
|
|
set_response_ids_recursively(result.normal[i], 0, dialogue_id)
|
|
end
|
|
|
|
-- Add item hints.
|
|
-- Favorite items
|
|
for i = 1, 2 do
|
|
result.hints[i] = {}
|
|
result.hints[i].text =
|
|
npc.relationships.get_hint_for_favorite_item(favorite_items["fav"..tostring(i)], sex, phase)
|
|
end
|
|
|
|
-- Disliked items
|
|
for i = 3, 4 do
|
|
result.hints[i] = {}
|
|
result.hints[i].text =
|
|
npc.relationships.get_hint_for_disliked_item(disliked_items["dis"..tostring(i-2)], sex)
|
|
end
|
|
|
|
return result
|
|
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
|
|
|
|
local chance = math.random(1, 100)
|
|
minetest.log("Chance: "..dump(chance))
|
|
if chance < 30 then
|
|
-- If NPC is a casual trader, show a sell or buy dialogue 30% of the time, depending
|
|
-- on the state of the casual trader.
|
|
if self.trader_data.trader_status == npc.trade.CASUAL then
|
|
-- Show buy/sell with 50% chance each
|
|
local buy_or_sell_chance = math.random(1, 2)
|
|
if buy_or_sell_chance == 1 then
|
|
-- Show casual buy dialogue
|
|
dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
|
|
else
|
|
-- Show casual sell dialogue
|
|
dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
|
|
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
|
|
|
|
minetest.log("Chosen dialogue: "..dump(dialogue))
|
|
|
|
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)
|
|
|
|
-- 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
|
|
minetest.chat_send_player(player_name, self.nametag..": "..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.responses,
|
|
dialogue.is_married_dialogue,
|
|
dialogue.casual_trade_type ~= nil,
|
|
dialogue.casual_trade_type,
|
|
npc.dialogue.NEGATIVE_ANSWER_LABEL,
|
|
player_name
|
|
)
|
|
end
|
|
|
|
-- Dialogue object processed successfully
|
|
return true
|
|
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
|
|
if fields["exit"] 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
|
|
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)
|