ludic/packages/ludic.npc/talk.ludic

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# talk.ludic - what somebody says, as data: lines by kind and act, the highest `prio` that has
# anything to say winning, each line in its turn given its `chance`; a line's words are its `text`,
# or the story's (NpcTalk.say) when it `fill`s; a line may offer choices, each answered by a line
export property NpcChoice {
@Text text: Key = null # its words (the derived key npc_lines.<row>.choices.<i>.text)
line: string = "" # the key of the line that answers it ("" ends the talk)
code: int = -1 # the game's, carried by the Talked fact
}
export property NpcLine {
key: string = ""
@Ref(NpcKinds) kind: int = -1 # NPCK_* (-1: anyone)
@Ref(NpcActs) act: int = -1 # NPCA_* (-1: whatever they are doing)
prio: int = 0
chance: int = 100 # percent: how often this line is even considered
@Text text: Key = null # its words, a text key (null when it `fill`s)
fill: bool = false
choices: []NpcChoice = null
}
@AppendOnly
export open registry NpcLines of NpcLine as NPCL
function np_line_fits(p: NpcPerson, l: NpcLine) -> bool {
return (l.kind < 0 or l.kind == p.kind) and (l.act < 0 or l.act == p.act)
}
# its words now ("" when it has nothing to say)
export function npc_words(p: NpcPerson, line: int) -> string {
if line < 0 or line >= NPCL_COUNT { return "" }
if NpcLines[line].fill { return NpcTalk.say(p, line) }
if NpcLines[line].text == null { return "" }
@alloc_ok("a cast: a key's marked text, nothing is made")
return string(NpcLines[line].text)
}
# the line it would say now (-1: none), its words kept for npc_said()
export function npc_line_for(npc_st: mut NpcState, p: NpcPerson) -> int {
npc_st.np_said = ""
var top = -1000000
for i in 0 .. NPCL_COUNT { if NpcLines[i].prio > top { top = NpcLines[i].prio } }
var prio = top
while prio > -1000000 {
var lower = -1000000
for i in 0 .. NPCL_COUNT {
let l = NpcLines[i]
if l.prio < prio and l.prio > lower { lower = l.prio }
if l.prio != prio or not np_line_fits(p, l) { continue }
if l.chance < 100 and npc_between(npc_st, 0, 99) >= l.chance { continue }
let w = npc_words(p, i)
if len(w) > 0 {
npc_st.np_said = w
return i
}
}
prio = lower
}
return -1
}
export function npc_said(npc_st: NpcState) -> string { return npc_st.np_said }
# a player talks to them: the line (-1: nothing to say), its words in npc_said(), a Talked fact,
# and `said` marked for the day
export function npc_talk(npc_st: mut NpcState, p: NpcPerson, player: int) -> int {
let line = npc_line_for(npc_st, p)
let f = np_fact(npc_st, NPC_F_TALKED, p, player)
f.line = line
p.said = NpcWorld.day()
return line
}
# the answer to choice c of a line: the line it leads to (-1: the talk is over), its words in
# npc_said(), and a Talked fact carrying the choice's code
export function npc_choose(npc_st: mut NpcState, p: NpcPerson, line: int, c: int, player: int) -> int {
npc_st.np_said = ""
if line < 0 or line >= NPCL_COUNT { return -1 }
let cs = NpcLines[line].choices
if cs == null or c < 0 or c >= len(cs) { return -1 }
let next = npc_lines_find(cs[c].line)
let f = np_fact(npc_st, NPC_F_TALKED, p, player)
f.line = next
f.choice = cs[c].code
if next >= 0 { npc_st.np_said = npc_words(p, next) }
return next
}
function npc_lines_find(key: string) -> int {
if len(key) == 0 { return -1 }
return npclines_find(key)
}
# spoken to already today
export function npc_talked_today(p: NpcPerson) -> bool { return p.said == NpcWorld.day() }
# a greeting (a vendor's): the story's words for this person
export function npc_greeting(p: NpcPerson) -> string { return NpcTalk.greeting(p) }