# CFDialog.py - Dialog helper class # # Copyright (C) 2007 Yann Chachkoff # # 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. # # The author can be reached via e-mail at lauwenmark@gmail.com # What is CFDialog? # ================= # # This is a small set of utility classes, to help you create complex dialogs. # It is made for those who do not want to bother about complex programming, # but just want to make a few dialogs that are better than the @match system # used in the server. # # How to use CFDialog # =================== # # First, create a script that imports the DialogRule and Dialog classes. Add # the following line at the beginning of your script: # # from CFDialog import DialogRule, Dialog # # Next, build the dialog by creating a sequence of several rules made up of # keywords, answers, preconditions, and postconditions. Optionally, define # prefunctions or postfunctions to enhance the capabilities of the rule. # # - Keywords are what the rule answers to. For example, if you want a rule to # trigger when the player says "hi", then "hi" must appear in the keyword # list. One or more keywords are specified in a string list in the form # ["keyword1", "keyword2" ...]. A "*" character is a special keyword that # means: "match everything", and is useful to create rules that provide # generic answers no matter what the player character says. # # NOTE: Like the @match system, CFDialog converts both keywords and the # things the player says to lowercase before checking for a match, # so it is never necessary to include multiple keywords that only # differ in case. # # - Answers are what the rule will respond, or say, to the player when it is # triggered. This is what the NPC replies to the player. Answers are stored # in a list of one or more strings in the form ["Answer1", "Answer2" ...]. # When there is more than one answer in that list, each time the rule is # triggered, a single random reply will be selected from the list. # # NOTE: Answers may contain line breaks. To insert one, use "\n". # # - Preconditions are flags that must match specific values in order for a # rule to be triggered. These flags persist across gaming sessions and are # useful for tracking the state of a conversation with an NPC. Because of # this, it is possible for the same word to elicit different NPC responses # depending on how flags have been set. If dialogs are set to use identical # locations, the flags and preconditions can be used by other NPC dialogs so # that other NPCs can detect that the player heard specific information from # another NPC. The flags can also be used to help an individual NPC # remember what he has said to the player in the past. Flag settings are # stored in the player file, so they persist as long as the character exists # in the game. Each rule contains a list of one or more preconditions, if # any. Supply an empty list [] if no preconditions exist, but otherwise, # each of the preconditions is required to be a list that contains at least # a flag name and one or more values in the following format: [["flag1", # "value1", "value2" ...], ["flag2", "value3"] ...] where "..." indicates # that the pattern may be repeated. The flag name is always the first item # in a precondition list. ":" and ";" characters are forbidden in the flag # names and values. For a rule to be triggered, all its preconditions must # be satisfied by settings in the player file. To satisfy a precondition, # one of the precondition values must match the identified flag setting in # the player file. The default value of any precondition that has not been # specifically set in the player file is "0". If one of the precondition # values is set to "*", a match is not required. # # - Postconditions are state changes to apply to the player file flags after # the rule triggers. If a rule is not intended to set a flag, supply an # empty list [] when specifying postconditions, otherwise, postconditions # are supplied in a nested list that has the same format as the precondition # list except that each postcondition list only contains one value. This is # because the other main difference is that whereas a precondition checks a # player file to see if a flag has a certain value, the postcondition causes # a value to be stored into the player file, and it does not make sense to # store more than one value into a single flag. A value of "*" means that # the player file flag will not be changed. # # - A prefunction is an optional callback function that will be called when a # rule's preconditions are all matched, but before the rule is validated. # The callback can do additional tests, and should return 1 to allow the # rule to be selected, or 0 to block the rule. The function arguments are # the player and the actual rule being tested. # # - A postfunction is an optional callback that is called when a rule has been # applied, and after the message is said. It can do additional custom # processing. The function arguments are the player and the actual rule # having been used. # # Once the rules are all defined, assemble them into a dialog. Each dialog # involves somebody who triggers it, somebody who answers, and also a unique # name so it cannot be confused with other dialogs. Typically, the "one who # triggers" will be the player, and the "one who answers" is an NPC the player # was taking to. You are free to choose whatever you want for the dialog name, # as long as it contains no whitespace or special characters, and as long as # it is not used by another dialog. You can then add the rules you created to # the dialog. Rules are parsed in a given order, so you must add the most # generic answer last. # # A simple example # ================ # # If I want to create a dialog for an old man, I might want him to respond to # "hello" or "hi" differently the first time the player meets the NPC, and # differently for subsequent encounters. In this example, grandpa greets the # player cordially the first time, but grumbles subequent times (because he's # like that, you know :)). This example grandpa also has a generic answer for # what ever else is said to him. In the example, the player is stored in # 'player', and the old man in 'grandpa', and the player said is in 'message'. # ## Dialog creation: # speech = Dialog(player, grandpa, "test_grandpa_01") # ## The first rule is the "hello" answer, so we place it at index 0 of the ## rules list. The precondition is that we never said hello before. The ## postcondition saves a value of "1" into a player file flag named "hello" ## so grandpa remembers he has already met this player before. # # prer = [["hello","0"]] # postr = [["hello", "1"]] # rmsg = ["Hello, lad!","Hi, young fellow!","Howdy!"] # speech.addRule(DialogRule(["hello","hi"], prer, rmsg, postr),0) # ## The second rule is the answer to a greeting if he as already met the player ## before. Notice that "*" is used for the postcondition value, meaning that ## the flag will remain set as it was prior to the rule triggering. # # prer = [["hello","1"]] # postr = [["hello", "*"]] # rmsg = ["I've heard, you know, I'm not deaf *grmbl*"] # speech.addRule(DialogRule(["hello","hi"], prer, rmsg, postr),1) # ## Finally, the generic answer is written. This is the last rule of the list. ## We don't need to match any condition, and don't need to change any flags, ## so we use "*" in both cases this time. # # prer = [["hello","*"]] # postr = [["hello", "*"]] # rmsg = ["What ?", "Huh ?", "What do you want ?"] # speech.addRule(DialogRule(["*"], prer, rmsg, postr),2) # # The following link points to a page on the Crossfire Wiki shows all the # details needed to actually place this example in an actual game map: # # http://wiki.metalforge.net/doku.php/cfdialog?s=cfdialog#a_simple_example # # A more complex example # ====================== # # A ./misc/npc_dialog.py script has been written that uses CFDialog, but # allows the dialog data to be written in a slightly different format. # ../scorn/kar/gork.msg is an example that uses multiple keywords and multiple # precondition values. Whereas the above example has a linear and predicable # conversation paths, note how a conversation with Gork can fork, merge, and # loop back on itself. The example also illustrates how CFDialog can allow # dialogs to affect how other NPCs react to a player. ../scorn/kar/mork.msg # is a completely different dialog, but it is part of a quest that requires # the player to interact with both NPCs in a specific way before the quest # prize can be obtained. With the old @match system, once the player knew # the key words, he could short-circuit the conversation the map designer # intended to occur. CFDialog constrains the player to follow the proper # conversation thread to qualify to receive the quest reward. # # Debugging # ========= # # When debugging, if changes are made to this file, the Crossfire Server must # be restarted for it to register the changes. import Crossfire import string import random class DialogRule: def __init__(self, keywords, presemaphores, messages, postsemaphores, prefunction = None, postfunction = None): self.__keywords = keywords self.__presems = presemaphores self.__messages = messages self.__postsems = postsemaphores self.__prefunction = prefunction self.__postfunction = postfunction # The keyword is a string. Multiple keywords may be defined in the string # by delimiting them with vertical bar (|) characters. "*" is a special # keyword that matches anything. def getKeyword(self): return self.__keywords # Messages are stored in a list of strings. One or more messages may be # defined in the list. If more than one message is present, a random # string is returned. def getMessage(self): msg = self.__messages l = len(msg) r = random.randint(0, l - 1) return msg[r] # Return the preconditions of a rule. They are a list of one or more lists # that specify a flag name to check, and one or more acceptable values it # may have in order to allow the rule to be triggered. def getPreconditions(self): return self.__presems # Return the postconditions for a rule. They are a list of one or more # lists that specify a flag to be set in the player file and what value it # should be set to. def getPostconditions(self): return self.__postsems # A prefunction is a callback that is run in order to implement complex # preconditions. The value returned by the called function determines # whether or not the rule trigger. def getPrefunction(self): return self.__prefunction # A postfunction is a callback that is run only if the rule is triggered, # and only after the answer has been given to the player. It may be used # to trigger some particular action as a result of the player saying the # right (or wrong) thing at a particular point in a dialog. def getPostfunction(self): return self.__postfunction class Dialog: # A character is the source that supplies keywords that drive the dialog. # The speaker is the NPC that responds to the keywords. A location is an # unique identifier that is used to distinguish dialogs from each other. def __init__(self, character, speaker, location): self.__character = character self.__location = location self.__speaker = speaker self.__rules = [] # Create rules of the DialogRule class that define dialog flow. An index # defines the order in which rules are processed. FIXME: addRule could # very easily create the index. It is unclear why this mundane activity # is left for the dialog maker. def addRule(self, rule, index): self.__rules.insert(index, rule) # A function to call when saying something to an NPC to elicit a response # based on defined rules. It iterates through the rules and determines if # the spoken text matches a keyword. If so, the rule preconditions and/or # prefunctions are checked. If all conditions they define are met, then # the NPC responds, and postconditions, if any, are set. Postfunctions # also execute if present. def speak(self, msg): for rule in self.__rules: if self.isAnswer(msg, rule.getKeyword()) == 1: if self.matchConditions(rule) == 1: self.__speaker.Say(rule.getMessage()) self.setConditions(rule) return 0 return 1 # Determine if the message sent to an NPC matches a string in the keyword # list. The match check is case-insensitive, and succeeds if a keyword # string is found in the message. This means that the keyword string(s) # only need to be a substring of the message in order to trigger a reply. def isAnswer(self, msg, keywords): for ckey in keywords: if ckey == "*" or string.find(msg.lower(), ckey.lower()) != -1: return 1 return 0 # Check the preconditions specified in rule have been met. Preconditions # are lists of one or more conditions to check. Each condition specifies # a player file flag to check, and a list of one or more values that allow # the condition check to succeed. If all preconditions are met, and if a # prefunction has been defined, it is also called to implement more # complex conditions that determine if the rule is allowed to trigger. def matchConditions(self, rule): for condition in rule.getPreconditions(): try: status = self.getStatus(condition[0]) values = condition[1:] for value in values: if (status == value) or (value == "*"): break else: return 0 except: Crossfire.Log(Crossfire.LogDebug, "CFDialog: Bad Precondition") return 0 if rule.getPrefunction() <> None: return rule.getPrefunction()(self.__character, rule) return 1 # If a rule triggers, this function is called to make identified player # file changes, and to call any declared postfunctions to implement more # dramatic effects than the setting of a flag in the player file. def setConditions(self, rule): for condition in rule.getPostconditions(): try: key = condition[0] val = condition[1] if val != "*": self.setStatus(key,val) except: Crossfire.Log(Crossfire.LogDebug, "CFDialog: Bad Postcondition") return 0 if rule.getPostfunction() <> None: rule.getPostfunction()(self.__character, rule) # Search the player file for a particular flag, and if it exists, return # its value. Flag names are combined with the unique dialog "location" # identifier, and are therefore are not required to be unique. This also # prevents flags from conflicting with other non-dialog-related contents # in the player file. def getStatus(self, key): character_status=self.__character.ReadKey("dialog_"+self.__location); if character_status == "": return "0" pairs=string.split(character_status, ";") for i in pairs: subpair=string.split(i, ":") if subpair[0] == key: return subpair[1] return "0" # Store a flag in the player file and set it to the specified value. Flag # names are combined with the unique dialog "location" identifier, and are # therefore are not required to be unique. This also prevents flags from # conflicting with other non-dialog-related contents in the player file. def setStatus(self, key, value): ishere = 0 finished = "" character_status = self.__character.ReadKey("dialog_"+self.__location); if character_status != "": pairs = string.split(character_status, ";") for i in pairs: subpair = string.split(i, ":") if subpair[0] == key: subpair[1] = value ishere = 1 if finished != "": finished = finished+";" finished = finished + subpair[0] + ":" + subpair[1] if ishere == 0: if finished != "": finished = finished + ";" finished = finished + key + ":" + value self.__character.WriteKey("dialog_" + self.__location, finished, 1)