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=head1 NAME |
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|
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NPC_Dialogue |
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|
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=head1 DESCRIPTION |
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|
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NPC dialogue support module. |
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|
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=over 4 |
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|
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=cut |
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|
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package NPC_Dialogue; |
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|
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use strict; |
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|
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sub has_dialogue($) { |
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my ($ob) = @_; |
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|
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$ob->msg =~ /^\@match /; |
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} |
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|
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sub parse_message($) { |
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map [split /\n/, $_, 2], |
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grep length, |
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split /^\@match /m, |
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$_[0] |
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} |
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|
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sub new { |
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my ($class, %arg) = @_; |
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|
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$arg{ob} = $arg{pl}->ob; |
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|
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my $self = bless { |
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%arg, |
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}, $class; |
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|
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$self->{match} ||= [parse_message $self->{npc}->msg]; |
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|
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$self; |
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} |
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|
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sub greet { |
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my ($self) = @_; |
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|
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$self->tell ("hi") |
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} |
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|
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=item ($reply, @topics) = $dialog->tell ($msg) |
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|
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Tells the dialog object something and returns its response and optionally |
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a number of topics that are refered to by this topic. |
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|
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It supports a number of command constructs. They have to follow the |
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C<@match> directive, and there can be multiple commands that will be |
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executed in order. |
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|
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=over 4 |
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|
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=item @comment text... |
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|
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A single-line comment. It will be completely ignored. |
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|
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=item @parse regex |
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|
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Parses the message using a perl regular expression (by default |
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case-insensitive). Any matches will be available as C<< $match->[$index] |
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>>. |
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|
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If the regular expression does not match, the topic is skipped. |
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|
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Example: |
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|
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@match deposit |
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@parse deposit (\d+) (\S+) |
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@eval bank::deposit $match->[0], $match->[1] |
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|
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=item @cond perl |
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|
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Evaluates the given perl code. If it returns false (or causes an |
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exception), the topic will be skipped, otherwise topic interpretation is |
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resumed. |
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|
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The following local variables are defined within the expression: |
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|
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=over 4 |
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|
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=item $who - The cf::object::player object that initiated the dialogue. |
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|
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=item $npc - The NPC (or magic_ear etc.) object that is being talked to. |
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|
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=item $msg - The actual message as passed to this method. |
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|
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=item $match - An arrayref with previous results from C<@parse>. |
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|
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=item $state - A hashref that stores state variables associated |
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with the NPC and the player, that is, it's values relate to the the |
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specific player-NPC interaction and other players will see a different |
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state. Useful to react to players in a stateful way. See C<@setstate> and |
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C<@ifstate>. |
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|
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=item $flag - A hashref that stores flags associated with the player and |
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can be seen by all NPCs (so better name your flags uniquely). This is |
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useful for storing e.g. quest information. See C<@setflag> and C<@ifflag>. |
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|
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=back |
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|
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The environment is that standard "map scripting environment", which is |
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limited in the type of constructs allowed (no loops, for example). |
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|
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Here is a example: |
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|
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=over 4 |
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|
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=item B<matching for an item name> |
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|
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@match hi |
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@cond grep $_->name =~ /royalty/, $who->inv |
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You got royalties there! Wanna have! |
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|
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You may want to change the C<name> method there to something like C<title>, |
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C<slaying> or any other method that is allowed to be called on a |
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C<cf::object> here. |
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|
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=item B<matching for an item name and removing the matched item> |
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|
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@match found earhorn |
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@cond grep $_->slaying =~ /Gramp's walking stick/, $who->inv |
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@eval my @g = grep { $_->slaying =~ /Gramp's walking stick/ } $who->inv; $g[0]->decrease_ob_nr (1); |
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Thanks for the earhorn! |
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|
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This example is a bit more complex. The C<@eval> statement will search |
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the players inventory for the same term as the C<@cond> and then |
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decreases the number of objects used there. |
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|
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(See also the map: C<scorn/houses/cornerbrook.map> for an example how this is |
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used in the real world :-) |
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|
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=back |
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|
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=item @eval perl |
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|
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Like C<@cond>, but proceed regardless of the outcome. |
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|
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=item @msg perl |
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|
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Like C<@cond>, but the return value will be stringified and prepended to |
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the message. |
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|
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=item @setstate state value |
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|
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Sets the named state C<state> to the given C<value>. State values are |
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associated with a specific player-NPC pair, so each NPC has its own state |
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with respect to a particular player, which makes them useful to store |
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information about previous questions and possibly answers. State values |
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get reset whenever the NPC gets reset. |
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|
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See C<@ifstate> for an example. |
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|
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=item @ifstate state value |
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|
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Requires that the named C<state> has the given C<value>, otherwise this |
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topic is skipped. For more complex comparisons, see C<@cond> with |
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C<$state>. Example: |
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|
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@match quest |
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@setstate question quest |
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Do you really want to help find the magic amulet of Beeblebrox? |
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@match yes |
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@ifstate question quest |
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Then fetch it, stupid! |
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|
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=item @setflag flag value |
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|
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Sets the named flag C<flag> to the given C<value>. Flag values are |
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associated with a specific player and can be seen by all NPCs. with |
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respect to a particular player, which makes them suitable to store quest |
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markers and other information (e.g. reputation/alignment). Flags are |
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persistent over the lifetime of a player, so be careful :) |
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|
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See C<@ifflag> for an example. |
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|
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=item @ifflag flag value |
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|
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Requires that the named C<flag> has the given C<value>, otherwise this |
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topic is skipped. For more complex comparisons, see C<@cond> with |
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C<$flag>. Example: |
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|
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@match I want to do the quest! |
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@setflag kings_quest 1 |
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Then seek out Bumblebee in Navar, he will tell you... |
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@match I did the quest |
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@ifflag kings_quest 1 |
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Really, which quets? |
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|
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And Bumblebee might have: |
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|
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@match hi |
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@ifflag kings_quest |
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Hi, I was told you want to do the kings quest? |
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|
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=item @trigger connected-id [state] |
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|
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Trigger all objects with the given connected-id. |
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|
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When the state argument is omitted the trigger is stateful and retains an |
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internal state per connected-id. There is a limitation to the use of this: The |
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state won't be changed when the connection is triggered by other triggers. So |
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be careful when triggering the connection from other objects. |
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|
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When a state argument is given it should be either 0 or 1. 1 will 'push' the connection |
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and 0 will 'release' the connection. This is useful for example when you want to |
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let a npc control a door. |
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|
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Trigger all objects with the given connected-id by 'releasing' the connection. |
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|
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=item @playersound face-name |
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|
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Plays the given sound face (either an alias or sound file path) so that |
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only the player talking to the npc can hear it. |
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|
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=item @npcsound face-name |
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|
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Plays the given sound face (either an alias or sound file path) as if |
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the npc had made that sound, i.e. it will be located at the npc and all |
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players near enough can hear it. |
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|
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=item @addtopic topic |
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|
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Adds the given topic names (separated by C<|>) to the list of topics |
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returned. |
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|
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=back |
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|
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=cut |
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|
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sub tell { |
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my ($self, $msg) = @_; |
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|
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my $lcmsg = lc $msg; |
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|
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topic: |
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for my $match (@{ $self->{match} }) { |
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for (split /\|/, $match->[0]) { |
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if ($_ eq "*" || $lcmsg =~ /\b\Q$_\E\b/i) { |
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my $reply = $match->[1]; |
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my @kw; |
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|
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my @replies; |
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my @match; # @match/@parse command results |
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|
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my $state = $self->{npc}{$self->{ob}->name}{dialog_state} ||= {}; |
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my $flag = $self->{ob}{dialog_flag} ||= {}; |
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|
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my %vars = ( |
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who => $self->{ob}, |
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npc => $self->{npc}, |
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state => $state, |
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flag => $flag, |
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msg => $msg, |
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match => \@match, |
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); |
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|
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local $self->{ob}{record_replies} = \@replies; |
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|
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# now execute @-commands (which can result in a no-match) |
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while ($reply =~ s/^\@(\w+)\s*([^\n]*)\n?//) { |
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my ($cmd, $args) = ($1, $2); |
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|
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if ($cmd eq "parse" || $cmd eq "match") { # match is future rename |
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no re 'eval'; # default, but make sure |
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@match = $msg =~ /$args/i |
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or next topic; |
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|
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} elsif ($cmd eq "comment") { |
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# nop |
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|
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} elsif ($cmd eq "playersound") { |
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$self->{ob}->contr->play_sound (cf::sound::find $args); |
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|
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} elsif ($cmd eq "npcsound") { |
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$self->{npc}->play_sound (cf::sound::find $args); |
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|
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} elsif ($cmd eq "cond") { |
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cf::safe_eval $args, %vars |
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or next topic; |
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|
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} elsif ($cmd eq "eval") { |
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cf::safe_eval $args, %vars; |
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warn "\@eval evaluation error: $@\n" if $@; |
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|
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} elsif ($cmd eq "msg") { |
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push @replies, [$self->{npc}, (scalar cf::safe_eval $args, %vars)]; |
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|
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} elsif ($cmd eq "setflag") { |
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my ($name, $value) = split /\s+/, $args, 2; |
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$value ? $flag->{$name} = $value |
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: delete $flag->{$name}; |
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|
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} elsif ($cmd eq "setstate") { |
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my ($name, $value) = split /\s+/, $args, 2; |
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$value ? $state->{$name} = $value |
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: delete $state->{$name}; |
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|
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} elsif ($cmd eq "ifflag") { |
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my ($name, $value) = split /\s+/, $args, 2; |
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$flag->{$name} eq $value |
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or next topic; |
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|
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} elsif ($cmd eq "ifstate") { |
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my ($name, $value) = split /\s+/, $args, 2; |
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$state->{$name} eq $value |
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or next topic; |
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|
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} elsif ($cmd eq "trigger") { |
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my ($con, $state) = split /\s+/, $args, 2; |
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$con = $con * 1; |
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|
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if (defined $state) { |
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$self->{npc}->map->trigger ($args, $state); |
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} else { |
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my $rvalue = \$self->{npc}{dialog_trigger}{$con}; |
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$self->{npc}->map->trigger ($con, $$rvalue = !$$rvalue); |
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} |
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|
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} elsif ($cmd eq "addtopic") { |
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push @kw, split /\|/, $args; |
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$self->{add_topic}->(split /\s*\|\s*/, $args) if $self->{add_topic}; |
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|
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} elsif ($cmd eq "deltopic") { |
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# not yet implemented, do it out-of-band |
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$self->{del_topic}->(split /\s*\|\s*/, $args) if $self->{del_topic}; |
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|
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} else { |
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warn "unknown dialogue command <$cmd,$args> used (from " . $self->{npc}->msg . ")"; |
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} |
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} |
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|
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delete $self->{npc}{$self->{ob}->name}{dialog_state} unless %$state; |
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delete $self->{ob}{dialog_flag} unless %$flag; |
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|
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# combine lines into paragraphs |
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$reply =~ s/(?<=\S)\n(?=\w)/ /g; |
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$reply =~ s/\n\n/\n/g; |
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|
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# ignores flags and npc from replies |
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$reply = join "\n", (map $_->[1], @replies), $reply; |
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|
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# now mark up all matching keywords |
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for my $match (@{ $self->{match} }) { |
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for (sort { (length $b) <=> (length $a) } split /\|/, $match->[0]) { |
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if ($reply =~ /\b\Q$_\E\b/i) { |
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push @kw, $_; |
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last; |
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} |
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} |
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} |
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|
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return wantarray ? ($reply, @kw) : $reply; |
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} |
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} |
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} |
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|
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() |
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} |
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|
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1 |