# 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 ?"] # } # ]} # # "match" is what CFDialog describes as a keyword, and corresponds with what # the player/character says that the dialog will respond to. # # "pre" is a list of CFDialog 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 CFDialog postconditions that specify flags that are to be # set if a response is triggered. # # Above, 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". # # The Double square braces ([[]]) around "pre" and "post" are required. "pre" # and "post" are arrays of arrays. Each item in "pre" and "post" is an array of # [variable,value]. # # "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. import Crossfire import os from CFDialog import DialogRule, Dialog import cjson # Avoid DeprecationWarning: raising a string exception is deprecated by making # a user-defined exception handler. # class NPC_Dialog_Error(Exception): def __init__(self, value): self.value = value def __str__(self): return repr(self.value) def ruleConnected(character,rule): m = character.Map m.TriggerConnected(rule.connected,1) event = Crossfire.WhatIsEvent() player = Crossfire.WhoIsActivator() npc = Crossfire.WhoAmI() if (Crossfire.ScriptParameters() != None): filename = os.path.join(Crossfire.DataDirectory(),Crossfire.MapDirectory(),Crossfire.ScriptParameters()) try: f = open(filename,'rb') except: NPC_Dialog_Error('Unable to read %s' % filename) else: Crossfire.Log(Crossfire.LogDebug,"Reading from file %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 (jsonRule.has_key("connected")): 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)