yl_speak_up/dynamic_dialog.lua

97 lines
3.7 KiB
Lua

-- This is a quick way to generate a simple d_dynamic dialog with
-- displayed text new_text and options/answers from the table
-- (list) answers.
-- TODO: do the common replacements like $PLAYER_NAME$, $NPC_NAME$ etc?
yl_speak_up.generate_next_dynamic_dialog_simple = function(
player, n_id, d_id, alternate_text, recursion_depth,
new_text, answers,
back_option_o_id, back_option_target_dialog)
if(not(player)) then
return
end
local pname = player:get_player_name()
if(not(yl_speak_up.speak_to[pname])) then
return
end
local dialog = yl_speak_up.speak_to[pname].dialog
if(not(dialog)) then
return
end
local dyn_dialog = dialog.n_dialogs["d_dynamic"]
if(not(dyn_dialog)) then
return
end
-- which dialog did the player come from?
local prev_d_id = yl_speak_up.speak_to[pname].d_id
-- the dialog d_dynamic is modified directly; we do not return anything
-- set the new text:
dialog.n_dialogs["d_dynamic"].d_text = new_text
-- add all the answers:
dialog.n_dialogs["d_dynamic"].d_options = {}
for i, text in ipairs(answers) do
local future_o_id = "o_" .. tostring(i)
-- add the dialog option as such:
dialog.n_dialogs["d_dynamic"].d_options[future_o_id] = {
o_id = future_o_id,
o_hide_when_prerequisites_not_met = "false",
o_grey_when_prerequisites_not_met = "false",
o_sort = i,
o_text_when_prerequisites_not_met = "",
o_text_when_prerequisites_met = (text or ""),
}
-- create a fitting dialog result automaticly:
-- give this new dialog a dialog result that leads back to this dialog
-- (this can be changed later on if needed):
local future_r_id = "r_1"
-- actually store the new result
dialog.n_dialogs["d_dynamic"].d_options[future_o_id].o_results = {}
dialog.n_dialogs["d_dynamic"].d_options[future_o_id].o_results[future_r_id] = {
r_id = future_r_id,
r_type = "dialog",
r_value = "d_dynamic"}
end
-- go back to back_option_target_dialog:
if(back_option_o_id
and dialog.n_dialogs["d_dynamic"].d_options[back_option_o_id]) then
dialog.n_dialogs["d_dynamic"].d_options[back_option_o_id].o_results["r_1"].r_value =
back_option_target_dialog
end
end
-- the dialog will be modified for this player only:
-- (pass on all the known parameters in case they're relevant):
-- called from yl_speak_up.get_fs_talkdialog(..):
yl_speak_up.generate_next_dynamic_dialog = function(player, n_id, d_id, alternate_text, recursion_depth)
if(not(player)) then
return
end
local pname = player:get_player_name()
if(not(yl_speak_up.speak_to[pname])) then
return
end
-- which dialog did the player come from?
local prev_d_id = yl_speak_up.speak_to[pname].d_id
local selected_o_id = yl_speak_up.speak_to[pname].selected_o_id
-- the text the NPC shall say:
local new_text = "Hello "..tostring(pname)..".\n"..
"You used d_id: "..tostring(d_id)..
" while talking to NPC "..tostring(n_id)..".\n"..
"Previous dialog: "..tostring(prev_d_id)..".\n"..
"Selected option: "..tostring(selected_o_id).."."
-- the answers/options the player can choose from:
local answers = {"Hi!", "Can I help you?", "What is your name?", "Who is your employer?",
"What are you doing here?", "Help me, please!", "This is just a test.",
"That's too stupid. Let's talk normal again!"}
-- With this answer/option, the player can leave the d_dynamic dialog and return..
local back_option_o_id = "o_"..tostring(#answers)
-- ..back to dialog d_1 (usually the start dialog):
local back_option_target_dialog = "d_1"
-- actually update the d_dynamic dialog
return yl_speak_up.generate_next_dynamic_dialog_simple(
player, n_id, d_id, alternate_text, recursion_depth,
new_text, answers, back_option_o_id, back_option_target_dialog)
end