The prior modification to CFDialog used "|" as a delimiter for multiple
precondition values and overlooked the fact that the precondition syntax was already defined to be a list that could contain multiple values without resorting to packing them into a single string. This modification dispenses with the prior un-pythonic enhancement to CFDialog, and establishes a format that is more consistent with the rest of the rule structure. As a result of this change, Gork's conversation is also updated to work with the new version. A dependent script ./misc/npc_dialog.py remains unaffected by this change. git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@10465 282e977c-c81d-0410-88c4-b93c2d0d6712master
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@ -17,107 +17,137 @@
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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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# What is CFDialog?
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# =================
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#
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# This is a small set of utility classes, to help you create complex dialogs.
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# It is made for those who do not want to bother about complex programming,
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# but just want to make a few dialogs that are better than the @match system
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# used in the server.
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#
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# How to use CFDialog
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# ===================
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#
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# First, create a script that imports the DialogRule and Dialog classes. Add
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# the following line at the beginning of your script:
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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, answers and pre/postfunction.
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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 a
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# dialog reached by a player - you can see those as an "NPC memory". All
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# conditions must have a name and a value. The ":" and ";" characters are
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# forbidden. For a rule to be triggered, all the player's flags should match
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# the preconditions. A precondition is a list in the form: [key, value].
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# All preconditions are stored in a list. Each "value" may be a single
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# string or a multiple choice string where the options are concatenated
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# together with the "|" character. When a value is set to "*", a match is
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# not required to trigger the rule.
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# - Postconditions are state changes to apply to the player's conditions
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# after the rule has been triggered. The postcondition is a list in the
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# form: [key, value] and the format is similar to preconditions except that
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# the "|" has no special meaning in the value and is forbidden. A value of
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# "*" means that the condition will not be touched.
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# - A prefunction is an optional callback function that will be called
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# when a rule's preconditions are all matched, but before the rule is
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# validated.
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# The callback can do additional tests, and should return 1 to allow the rule
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# to be selected, 0 to block the rule. The function arguments are the player
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# and the actual rule being tested.
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# - A postfunction is an optional callback that is called when a rule has
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# been applied, and after the message is said. It can do additional custom
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#
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# Next, build the dialog by creating a sequence of several rules made up of
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# keywords, answers, preconditions, and postconditions. Optionally, define
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# prefunctions or postfunctions to enhance the capabilities of the rule.
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#
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# - Keywords are what the rule answers to. For example, if you want a rule to
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# trigger when the player says "hi", then "hi" must appear in the keyword
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# list. One or more keywords are specified in a string list in the form
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# ["keyword"]. To associate more than one keyword with a rule, simply
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# concatenate them together with a "|" character. Eg. ["hi|hello"]. A "*"
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# character is a special keyword that means: "match everything", and is
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# useful to create rules that provide generic answers no matter what the
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# player character says.
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#
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# NOTE: Like the @match system, CFDialog converts both keywords and the
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# things the player says to lowercase before checking for a match,
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# so it is never necessary to include multiple keywords that only
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# differ in case.
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#
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# - Answers are what the rule will respond, or say, to the player when it is
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# triggered. This is what the NPC replies to the player. Answers are stored
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# in a list of one or more strings in the form ["Answer1", "Answer2" ...].
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# When there is more than one answer in that list, each time the rule is
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# triggered, a single random reply will be selected from the list.
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#
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# - Preconditions are flags that must match specific values in order for a
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# rule to be triggered. These flags persist across gaming sessions and are
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# useful for tracking the state of a conversation with an NPC. Because of
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# this, it is possible for the same word to elicit different NPC responses
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# depending on how flags have been set. If dialogs are set to use identical
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# locations, the flags and preconditions can be used by other NPC dialogs so
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# that other NPCs can detect that the player heard specific information from
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# another NPC. The flags can also be used to help an individual NPC
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# remember what he has said to the player in the past. Flag settings are
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# stored in the player file, so they persist as long as the character exists
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# in the game. Each rule contains a list of one or more preconditions, and
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# each of the individual preconditions is itself a list of a flag name and
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# one or more values in the following format: [["flag1", "value1", "value2"
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# ...], ["flag2", "value3"] ...] where "..." indicates that the pattern may
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# be repeated. The flag name is always the first item in a precondition
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# list. ":" and ";" characters are forbidden in the flag names and values.
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# For a rule to be triggered, all its preconditions must be satisfied by
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# settings in the player file. To satisfy a precondition, one of the
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# precondition values must match the identified flag setting in the player
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# file. The default value of any precondition that has not been specifically
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# set in the player file is "0". If one of the precondition values is set
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# to "*", a match is not required.
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#
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# - Postconditions are state changes to apply to the player file flags after
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# the rule triggers. The postcondition is a nested list that has the same
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# format as the precondition list except that each postcondition list only
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# contains one value. This is because the other main difference is that
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# whereas a precondition checks a player file to see if a flag has a certain
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# value, the postcondition causes a value to be stored into the player file,
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# and it does not make sense to store more than one value into a single
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# flag. A value of "*" means that the player file flag will not be changed.
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#
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# - A prefunction is an optional callback function that will be called when a
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# rule's preconditions are all matched, but before the rule is validated.
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# The callback can do additional tests, and should return 1 to allow the
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# rule to be selected, or 0 to block the rule. The function arguments are
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# the player and the actual rule being tested.
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#
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# - A postfunction is an optional callback that is called when a rule has been
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# applied, and after the message is said. It can do additional custom
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# processing. The function arguments are the player and the actual rule
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# having been used.
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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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# Like the @match system, CFDialog converts both match strings and the things
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# the player says to lowercase before checking for a match.
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# Once the rules are all defined, assemble them into a dialog. Each dialog
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# involves somebody who triggers it, somebody who answers, and also a unique
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# name so it cannot be confused with other dialogs. Typically, the "one who
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# triggers" will be the player, and the "one who answers" is an NPC the player
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# was taking to. You are free to choose whatever you want for the dialog name,
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# as long as it contains no whitespace or special characters, and as long as
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# it is not used by another dialog. You can then add the rules you created to
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# the dialog. Rules are parsed in a given order, so you must add the most
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# 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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#
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# If I want to create a dialog for an old man, I might want him to respond to
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# "hello" or "hi" differently the first time the player meets the NPC, and
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# differently for subsequent encounters. In this example, grandpa greets the
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# player cordially the first time, but grumbles subequent times (because he's
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# like that, you know :)). This example grandpa also has a generic answer for
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# what ever else is said to him. In the example, the player is stored in
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# 'player', and the old man in 'grandpa', and 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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## rules list. The precondition is that we never said hello before. The
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## postcondition saves a value of "1" into a player file flag named "hello"
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## so grandpa remembers he has already met this player before.
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#
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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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## The second rule is the answer to a greeting if he as already met the player
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## before. Notice that "*" is used for the postcondition value, meaning that
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## the flag will remain set as it was prior to the rule triggering.
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#
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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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## Finally, the generic answer is written. This is the last rule of the list.
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## We don't need to match any condition, and don't need to change any flags,
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## so we use "*" in both cases this time.
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#
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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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@ -125,15 +155,20 @@
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#
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# A more complex example
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# ======================
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# ../scorn/kar/gork.msg is an example that uses "|" in the precondition. Note
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# how this lets the conversation fork and merge. Once Gork tells us he has a
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# friend who lives in a tower, the player can fork the conversation to either
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# a friend or a tower thread. Without the "|" in the precondition, it would
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# be harder to construct the conversation in a way that either fork merges
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# back into the main thread, while also allowing the player the player to
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# "remember" something Gork said previously and still use it in the original
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# context. Note also how easy it is to allow the conversation to loop about
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# mid-thread.
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#
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# A ./misc/npc_dialog.py script has been written that uses CFDialog, but
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# allows the dialog data to be written in a slightly different format.
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# ../scorn/kar/gork.msg is an example that uses multiple keywords and multiple
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# precondition values. Whereas the above example has a linear and predicable
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# conversation paths, note how a conversation with Gork can fork, merge, and
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# loop back on itself. The example also illustrates how CFDialog can allow
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# dialogs to affect how other NPCs react to a player. ../scorn/kar/mork.msg
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# is a completely different dialog, but it is part of a quest that requires
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# the player to interact with both NPCs in a specific way before the quest
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# prize can be obtained. With the old @match system, once the player knew
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# the key words, he could short-circuit the conversation the map designer
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# intended to occur. CFDialog constrains the player to follow the proper
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# conversation thread to qualify to receive the quest reward.
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#
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import Crossfire
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import string
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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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values=string.split(condition[1],"|")
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values=condition[1:]
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for value in values:
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if (status==value) or (value=="*"):
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break
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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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"post" : [["gork_speak","hoard"]],
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"msg" : ["Youse want Gork's hoards? I crush you..."]
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}, {
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"match" : "hoard|yes|want",
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"pre" : [["gork_speak","hoard|pulp|treasure"]],
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"match" : "gork|hoard|yes|want",
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"pre" : [["gork_speak","hoard","key","pulp"]],
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"post" : [["gork_speak","mork"]],
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"msg" : ["Gork not like you... I not as nice as Mork."]
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}, {
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"match" : "mork|nice",
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"pre" : [["gork_speak","friend|mork|tower|treasure"]],
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"pre" : [["gork_speak","friend","key","mork","tower","treasure"]],
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"post" : [["gork_speak","friend"]],
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"msg" : ["Mork be Gork's friend. Mork live in tower."]
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}, {
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"match" : "friend",
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"pre" : [["gork_speak","friend|key|tower"]],
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"pre" : [["gork_speak","friend","tower"]],
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"post" : [["gork_speak","treasure"]],
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"msg" : ["Mork share Gork's treasure."]
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}, {
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"match" : "tower",
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"pre" : [["gork_speak","friend|tower"]],
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"pre" : [["gork_speak","friend","tower"]],
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"post" : [["gork_speak","tower"]],
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"msg" : ["Mork live in tower. Mork big, Mork friend."]
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}, {
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"msg" : ["Only Gork and Mork can open treasure door."]
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}, {
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"match" : "crush|door|open|treasure",
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"pre" : [["gork_speak","hoard|key"]],
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"pre" : [["gork_speak","hoard","key"]],
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"post" : [["gork_speak","pulp"]],
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"msg" : ["Gurrr... Gork beat you to pulp!"]
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}, {
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Loading…
Reference in New Issue