Added dialog utility classes, to help creating scripted dialogs.
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@6212 282e977c-c81d-0410-88c4-b93c2d0d6712master
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# CFDialog.py - Dialog helper class
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#
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# Copyright (C) 2007 Yann Chachkoff
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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#
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# The author can be reached via e-mail at lauwenmark@gmail.com
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#
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# What is this about ?
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#=======================
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# This is a small set of utility classes, to help you creating
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# complex dialogs. It is made for those who do not want to
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# bother about complex programming, but just want to make a few
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# dialogs that are better than the @match system used in the
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# server.
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#
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# How to use this.
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#=======================
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# First, you need to import DialogRule and Dialog classes. Add the
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# following line at the beginning of your script:
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# from CFDialog import DialogRule, Dialog
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# Then, you can go to the dialogs themselves. A dialog is made of
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# several rules. Each rule is made of keywords, preconditions,
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# postconditions, and answers.
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# - Keywords are what the rule will be an answer to. For example, if
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# you want a rule to be triggered when the player will say "hi",
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# then "hi" is the keyword to use. You can associate more than a
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# keyword to a rule by concatenating them with the "|" character.
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# Finally, "*" is a special keyword that means: "match everything".
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# "*" is useful to provide generic answers.
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# - Answers are what will be said when the rule is triggered. This is
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# what the NPC replies to the player. Answers are stored in a list.
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# When there is more than one answer in that list, one will be
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# selected at random.
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# - Preconditions are flags that must match for the rule to be triggered.
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# Each precondition has a name and a value. The default value of a
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# precondition is "0". The flags are stored into each player, and will
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# survive between gaming sessions. They are useful to set the point in
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# a dialog reached by a player - you can see those as an "NPC memory".
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# All conditions must have a name and a value. The ":" and ";" characters
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# are forbidden. For a rule to be triggered, all the player's flags should
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# match the preconditions. If you give "*" as the value for a precondition,
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# it means that there is no need to match it.
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# A precondition is a list in the form: [key, value]. All preconditions
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# are stored in a list.
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# - Postconditions are the status changes to apply to the player's
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# conditions after the rule has been triggered. Their format is similar to
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# preconditions. A value of "*" means that the condition will not be touched.
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#
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# Once you have defined your rules, you have to assemble them into a dialog.
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# Each dialog involves somebody who triggers it, somebody who answers, and
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# has a unique name so it cannot be confused with other dialogs.
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# Typically, the "one who triggers" will be the player, and the "one who
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# answers" is an NPC the player was taking to. You are free to chose whatever
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# you want for the dialog name, as long as it contains no space or special
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# characters, and is not used by another dialog.
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# You can then add the rules you created to the dialog. Rules are parsed in
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# a given order, so you must add the most generic answer last.
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#
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# A simple example
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#=================
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# I want to create a dialog for an old man. If I say "hello" or "hi" for the
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# first time, grandpa will greet me. If I say it for the second time, he'll
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# grumble (because he's like that, you know :)). I also need a generic answer
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# if I say whatever else.
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# In this example, the player is stored in 'player', and the old man in 'grandpa'.
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# What the player said is in 'message'.
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#
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## Dialog creation:
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# speech = Dialog(player, grandpa, "test_grandpa_01")
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#
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## The first rule is the "hello" answer, so we place it at index 0 of the
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## rules list. The precondition is that we never said hello before.
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## The postcondition is to mark "hello" as "1", to remember we already
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## greeted grandpa.
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# prer = [["hello","0"]]
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# postr = [["hello", "1"]]
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# rmsg = ["Hello, lad!","Hi, young fellow!","Howdy!"]
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# speech.addRule(DialogRule("hello|hi", prer, rmsg, postr),0)
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#
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## The second rule is the answer to an hello if we already said it before.
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## Notice that we used "*" for the postcondition value, meaning that we
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## are leaving it as it is.
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# prer = [["hello","1"]]
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# postr = [["hello", "*"]]
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# rmsg = ["I've heard, you know, I'm not deaf *grmbl*"]
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# speech.addRule(DialogRule("hello|hi", prer, rmsg, postr),1)
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#
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## And finally, the generic answer. This is the last rule of the list.
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## We don't need to match any condition, and we don't need to change them,
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## so we use "*" in both cases this time.
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# prer = [["hello","*"]]
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# postr = [["hello", "*"]]
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# rmsg = ["What ?", "Huh ?", "What do you want ?"]
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# speech.addRule(DialogRule("*", prer, rmsg, postr),2)
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#
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import Crossfire
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import string
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import random
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class DialogRule:
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def __init__(self,keyword,presemaphores, message, postsemaphores):
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self.__keyword = keyword
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self.__presems = presemaphores
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self.__message = message
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self.__postsems= postsemaphores
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def getKeyword(self):
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return self.__keyword
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def getMessage(self):
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msg = self.__message
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l = len(msg)
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r = random.randint(0,l-1)
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return msg[r]
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def getPreconditions(self):
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return self.__presems
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def getPostconditions(self):
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return self.__postsems
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class Dialog:
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def __init__(self,character,speaker,location):
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self.__character = character
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self.__location = location
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self.__speaker = speaker
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self.__rules = []
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def addRule(self, rule, index):
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self.__rules.insert(index,rule)
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def speak(self, msg):
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for rule in self.__rules:
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if self.isAnswer(msg, rule.getKeyword())==1:
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if self.matchConditions(rule)==1:
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self.__speaker.Say(rule.getMessage())
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self.setConditions(rule)
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return 0
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def isAnswer(self,msg, keyword):
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if keyword=="*":
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return 1
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keys=string.split(keyword,"|")
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for ckey in keys:
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if ckey==string.lower(msg):
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return 1
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return 0
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def matchConditions(self,rule):
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for condition in rule.getPreconditions():
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status = self.getStatus(condition[0])
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if status!=condition[1]:
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if condition[1]!="*":
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return 0
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return 1
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def setConditions(self,rule):
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for condition in rule.getPostconditions():
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key = condition[0]
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val = condition[1]
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if val!="*":
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self.setStatus(key,val)
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def getStatus(self,key):
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character_status=self.__character.ReadKey("dialog_"+self.__location);
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if character_status=="":
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return "0"
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pairs=string.split(character_status,";")
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for i in pairs:
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subpair=string.split(i,":")
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if subpair[0]==key:
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return subpair[1]
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return "0"
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def setStatus(self,key, value):
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character_status=self.__character.ReadKey("dialog_"+self.__location);
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finished=""
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ishere=0
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if character_status!="":
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pairs=string.split(character_status,";")
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for i in pairs:
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subpair=string.split(i,":")
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if subpair[0]==key:
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subpair[1]=value
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ishere=1
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if finished!="":
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finished=finished+";"
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finished=finished+subpair[0]+":"+subpair[1]
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if ishere==0:
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if finished!="":
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finished=finished+";"
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finished=finished+key+":"+value
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self.__character.WriteKey("dialog_"+self.__location, finished, 1)
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