# npc_dialog.py - Dialog helper class # # Copyright (C) 2007 David Delbecq # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. # # # This is a simple script that makes use of CFDialog.py and that receives # parameters from a JSON inside the event message. Alternatively, the JSON # parameters, if >= 4096 characters, can be stored in a separate file. # Use the classical script parameter to specify relative location of dialog. # # An example of a map file entry is: # # arch guildmaster # name Sigmund # msg # # endmsg # x 11 # y 7 # resist_physical 100 # resist_magic 100 # weight 50000000 # friendly 1 # stand_still 1 # arch event_say # name start/sigmund.msg # title Python # slaying /python/misc/npc_dialog.py # end # end # # An example of a JSON dialog similar to the one described in CFDialog.py is: # # { # "location" : "test_grandpa_01", # "rules": [ # { # "match" : ["hello","hi"], # "pre" : [["hello","0"]], # "post" : [["hello","1"]], # "msg" : ["Hello, lad!","Hi, young fellow!","Howdy!"] # }, # { # "match": ["hello","hi"], # "pre" :[["hello","1"]], # "post" :[["hello", "*"]], # "msg" : ["I've heard, you know, I'm not deaf *grmbl*"] # }, # { # "match" : ["*"], # "pre" : [["hello","*"]], # "post" : [["hello", "*"]], # "msg" : ["What ?", "Huh ?", "What do you want ?"] # } # ]} # # For detailed descriptions of the match, pre, post, and msg formats, see the # ../CFDialog.py script. # # "match" is a list of keyword strings, and corresponds to what the player says # that the dialog will respond to. # # In the above example, the first rule is applied if the player/character says # "hello" or "hi" and if the "hello" flag is set to "0" (default). When the # rule is applied, the "hello" flag is then set to "1". # # "pre" is a list of preconditions that identifies flags that must be set to a # particular value in order to trigger a response if a match is detected. # # "post" is a list of postconditions that specify flags that are to be set if a # response is triggered. # # All of the rule values are lists, and must be enclosed by square braces, but # pre and post are lists of lists, so the nested square braces ([[]]) are # required except that using an empty list [] is the best way to indicate when # the rule does not need to check preconditions or set postconditions. # # "msg" defines one or more responses that will be given if the rule triggers. # When more than one "msg" value is set up, the NPC randomly selects which one # to say each time the rule is applied. # # A relatively complex example of an npc_dialog.py dialog is given in the Gork # treasure room quest. See ../scorn/kar/gork.msg in particular as it # demonstrates how multiple precondition flag values may be exploited to # produce non-linear and variable-path conversations that are less likely to # frustrate a player. Refer also to ../scorn/kar/mork.msg to see how more # than one dialog can reference the same dialog flags. import Crossfire import os from CFDialog import DialogRule, Dialog import cjson def ruleConnected(character, rule): m = character.Map m.TriggerConnected(rule.connected, 1) npc = Crossfire.WhoAmI() event = Crossfire.WhatIsEvent() player = Crossfire.WhoIsActivator() if (Crossfire.ScriptParameters() != None): filename = os.path.join(Crossfire.DataDirectory(), Crossfire.MapDirectory(), Crossfire.ScriptParameters()) try: f = open(filename,'rb') except: Crossfire.Log(Crossfire.LogDebug, "Error loading NPC dialog %s" % filename) raise else: Crossfire.Log(Crossfire.LogDebug, "Loading NPC dialog %s" % filename) parameters = cjson.decode(f.read()) f.close() else: parameters = cjson.decode(event.Message) location = parameters["location"]; speech = Dialog(player, npc, location) index = 0; for jsonRule in parameters["rules"]: if ("connected" in jsonRule): rule = DialogRule(jsonRule["match"], jsonRule["pre"], jsonRule["msg"], jsonRule["post"], None, ruleConnected); rule.connected = jsonRule["connected"] else: rule = DialogRule(jsonRule["match"], jsonRule["pre"], jsonRule["msg"], jsonRule["post"]) speech.addRule(rule, index) index = index + 1 if speech.speak(Crossfire.WhatIsMessage()) == 0: Crossfire.SetReturnValue(1)