maps/python/CFDialog.py

361 lines
17 KiB
Python

# 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)