advanced_npc/dialogue.lua
zorman2000 75af34beb5 Dialogue: full support for flag-based dialogues.
Added support for nested dialogue trees.
Trade: (WIP) Refactor code to support dedicated trading.
2017-01-26 12:55:04 -05:00

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)