maps/python/CFDialog.py

222 lines
9.2 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 this about ?
#=======================
# This is a small set of utility classes, to help you creating
# 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 this.
#=======================
# First, you need to import DialogRule and Dialog classes. Add the
# following line at the beginning of your script:
# from CFDialog import DialogRule, Dialog
# Then, you can go to the dialogs themselves. A dialog is made of
# several rules. Each rule is made of keywords, preconditions,
# postconditions, answers and pre/postfunction.
# - Keywords are what the rule will be an answer to. For example, if
# you want a rule to be triggered when the player will say "hi",
# then "hi" is the keyword to use. You can associate more than a
# keyword to a rule by concatenating them with the "|" character.
# Finally, "*" is a special keyword that means: "match everything".
# "*" is useful to provide generic answers.
# - Answers are what will be said when the rule is triggered. This is
# what the NPC replies to the player. Answers are stored in a list.
# When there is more than one answer in that list, one will be
# selected at random.
# - Preconditions are flags that must match for the rule to be triggered.
# Each precondition has a name and a value. The default value of a
# precondition is "0". The flags are stored into each player, and will
# survive between gaming sessions. They are useful to set the point in
# a dialog reached by a player - you can see those as an "NPC memory".
# All conditions must have a name and a value. The ":" and ";" characters
# are forbidden. For a rule to be triggered, all the player's flags should
# match the preconditions. If you give "*" as the value for a precondition,
# it means that there is no need to match it.
# A precondition is a list in the form: [key, value]. All preconditions
# are stored in a list.
# - Postconditions are the status changes to apply to the player's
# conditions after the rule has been triggered. Their format is similar to
# preconditions. A value of "*" means that the condition will not be touched.
# - 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, 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 you have defined your rules, you have to assemble them into a dialog.
# Each dialog involves somebody who triggers it, somebody who answers, and
# has 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 chose whatever
# you want for the dialog name, as long as it contains no space or special
# characters, and 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
#=================
# I want to create a dialog for an old man. If I say "hello" or "hi" for the
# first time, grandpa will greet me. If I say it for the second time, he'll
# grumble (because he's like that, you know :)). I also need a generic answer
# if I say whatever else.
# In this example, the player is stored in 'player', and the old man in 'grandpa'.
# What 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 is to mark "hello" as "1", to remember we already
## greeted grandpa.
# 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 an hello if we already said it before.
## Notice that we used "*" for the postcondition value, meaning that we
## are leaving it as it is.
# 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)
#
## And finally, the generic answer. This is the last rule of the list.
## We don't need to match any condition, and we don't need to change them,
## 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)
#
import Crossfire
import string
import random
class DialogRule:
def __init__(self,keyword,presemaphores, message, postsemaphores, prefunction = None, postfunction = None):
self.__keyword = keyword
self.__presems = presemaphores
self.__message = message
self.__postsems= postsemaphores
self.__prefunction = prefunction
self.__postfunction = postfunction
def getKeyword(self):
return self.__keyword
def getMessage(self):
msg = self.__message
l = len(msg)
r = random.randint(0,l-1)
return msg[r]
def getPreconditions(self):
return self.__presems
def getPostconditions(self):
return self.__postsems
def getPrefunction(self):
return self.__prefunction
def getPostfunction(self):
return self.__postfunction
class Dialog:
def __init__(self,character,speaker,location):
self.__character = character
self.__location = location
self.__speaker = speaker
self.__rules = []
def addRule(self, rule, index):
self.__rules.insert(index,rule)
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
def isAnswer(self,msg, keyword):
if keyword=="*":
return 1
keys=string.split(keyword,"|")
for ckey in keys:
if string.find(msg,ckey)!=-1:
return 1
return 0
def matchConditions(self,rule):
for condition in rule.getPreconditions():
status = self.getStatus(condition[0])
if status!=condition[1]:
if condition[1]!="*":
return 0
if rule.getPrefunction() <> None:
return rule.getPrefunction()(self.__character, rule)
return 1
def setConditions(self,rule):
for condition in rule.getPostconditions():
key = condition[0]
val = condition[1]
if val!="*":
self.setStatus(key,val)
if rule.getPostfunction() <> None:
rule.getPostfunction()(self.__character, rule)
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"
def setStatus(self,key, value):
character_status=self.__character.ReadKey("dialog_"+self.__location);
finished=""
ishere=0
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)