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