Files
apollo/game/data/plugins/dialogue/dialogue.rb
T
KeepBotting 739c331860 Housekeeping
2019-03-26 14:05:40 -04:00

568 lines
17 KiB
Ruby

require 'java'
java_import 'org.apollo.game.model.inter.dialogue.DialogueAdapter'
java_import 'org.apollo.game.message.impl.CloseInterfaceMessage'
java_import 'org.apollo.game.message.impl.SetWidgetItemModelMessage'
java_import 'org.apollo.game.message.impl.SetWidgetNpcModelMessage'
java_import 'org.apollo.game.message.impl.SetWidgetPlayerModelMessage'
java_import 'org.apollo.game.message.impl.SetWidgetModelAnimationMessage'
java_import 'org.apollo.game.message.impl.SetWidgetTextMessage'
java_import 'org.apollo.game.action.DistancedAction'
# The map of conversation names to Conversations.
CONVERSATIONS = {}
# Declares a conversation.
def conversation(name, &block)
conversation = Conversation.new(name)
conversation.instance_eval(&block)
raise "Conversation named #{name} already exists." if CONVERSATIONS.has_key?(name)
CONVERSATIONS[name] = conversation
end
# A distanced action which opens the dialogue when getting into interaction distance of the given npc
class OpenDialogueAction < DistancedAction
attr_reader :player, :npc, :dialogue
def initialize(player, npc, dialogue)
super(0, true, player, npc.position, 1)
@player = player
@npc = npc
@dialogue = dialogue
end
def executeAction
@player.set_interacting_mob(@npc)
send_dialogue(@player, @dialogue)
stop
end
def equals(other)
return (@npc == other.npc && @dialogue == other.dialogue)
end
end
# A conversation held between two entities.
class Conversation
# Creates the Conversation.
def initialize(name)
@dialogues = {}
@starters = []
@name = name
end
# Defines a dialogue, with the specified name and block.
def dialogue(name, &block)
raise 'Dialogues must have a name and block.' if (name.nil? || block.nil?)
dialogue = Dialogue.new(name, self)
dialogue.instance_eval(&block)
dialogue.wrap
raise "Conversations #{@name} already has a dialogue named #{name}." if @dialogues.has_key?(name)
@dialogues[name] = dialogue
if ((@dialogues.empty? || dialogue.has_precondition?) && dialogue.type == :npc_speech)
npc_index = dialogue.npc
raise 'Npc cannot be null when opening a dialogue.' if npc_index.nil?
@starters << dialogue
on :message, :first_npc_action do |player, message|
npc = $world.npc_repository.get(message.index)
if npc_index == npc.id
@starters.each do |start|
if dialogue.precondition(player)
player.start_action(OpenDialogueAction.new(player, npc, dialogue))
message.terminate
break
end
end
end
end
end
end
# Gets part of a conversation (i.e. a dialogue).
def part(name)
raise "Conversation #{@name} does not contain a dialogue called #{name}." unless @dialogues.has_key?(name)
@dialogues[name]
end
end
# Declares an emote, with the specified name and id.
def declare_emote(name, id)
EMOTES[name] = id
end
# Sends the dialogue from the specified Conversation with the specified name.
def get_dialogue(conversation, name)
CONVERSATIONS[conversation].part(name)
end
# Sends the specified dialogue.
def send_dialogue(player, dialogue)
type = dialogue.type
action = dialogue.action
action.call(player) unless action.nil?
case type
when :message_with_item then send_item_dialogue(player, dialogue)
when :message_with_model then send_model_dialogue(player, dialogue)
when :npc_speech then send_npc_dialogue(player, dialogue)
when :options then send_options_dialogue(player, dialogue)
when :player_speech then send_player_dialogue(player, dialogue)
when :text
if dialogue.has_continue? then send_text_dialogue(player, dialogue) else send_statement_dialogue(player, dialogue) end
else raise "Unrecognised dialogue type #{type}."
end
end
private
# The hash of emote names to ids.
EMOTES = {}
# The maximum amount of lines of text that can be displayed on a dialogue.
MAXIMUM_LINE_COUNT = 4
# The maximum amount of options that can be displayed on a dialogue.
MAXIMUM_OPTION_COUNT = 5
# The maximum width of a line, in pixels, for a dialogue with media.
MAXIMUM_MEDIA_LINE_WIDTH = 350
# The maximum width of a line, in pixels, for a dialogue with no media.
MAXIMUM_LINE_WIDTH = 430
# The possible types of a dialogue.
DIALOGUE_TYPES = [ :message_with_item, :message_with_model, :npc_speech, :options, :player_speech, :text ]
# A type of dialogue.
class Dialogue
attr_reader :emote, :name, :media, :options, :text, :title, :type
# Initializes the Dialogue.
def initialize(name, conversation)
@name = name.to_s
@conversation = conversation
@text = []
@options = []
end
# An action that is executed when the dialogue is displayed.
def action(&block)
@action = block unless block.nil?
@action
end
# Closes the dialogue interface when the player clicks the 'Click here to continue...' text.
def close(&block)
continue(:close => true, &block)
end
# Defines the event that occurs when a player clicks the 'Click here to continue...' text.
def continue(type=nil, &block)
raise 'Cannot add a continue event on a dialogue with options.' if (@type == :options)
raise 'Must declare either a type or a block for a continue event.' if (type.nil? && block.nil?)
action = decode_next_dialogue(type) unless type.nil?
@options[0] = ->(player) { action.call(player) unless type.nil?; block.call(player) unless block.nil? }
end
# Sets the emote performed by the dialogue head.
def emote(emote=nil)
unless emote.nil?
raise 'Can only perform an emote on :player_speech or :npc_speech dialogues.' unless [ :npc_speech, :player_speech ].include?(@type)
@emote = emote.kind_of?(Symbol) ? EMOTES[emote] : emote
end
@emote
end
# Returns whether or not this Dialogue has a continue option.
def has_continue?
!@options.empty?
end
# Returns whether or not this dialogue has a precondition.
def has_precondition?
!@precondition.nil?
end
# Gets the media of this dialogue.
def media()
case @type
when :message_with_item then @item
when :npc_speech then @npc
when :message_with_model then @model
else raise "Cannot get media for #{@type}."
end
end
# Sets the id of the item displayed.
def item(item=nil, scale=100)
unless item.nil?
raise 'Can only display an item on :message_with_item dialogues.' unless @type == :message_with_item
@item = lookup_item(item)
@item_scale = scale
end
@item
end
# Gets the scale of the item.
def item_scale
@item_scale
end
# Sets the id of the model displayed.
def model(model=nil)
unless model.nil?
raise 'Can only display a model on :message_with_model dialogues.' unless @type == :message_with_model
@model = model
end
@model
end
# Sets the id of the npc displayed.
def npc(npc=nil)
unless npc.nil?
raise 'Can only display an npc on :npc_speech dialogues.' unless @type == :npc_speech
@npc = lookup_npc(npc)
end
@npc
end
# Defines an option, displaying the specified message.
def option(message, type)
raise 'Can only display options on an :options dialogue.' unless @type == :options
raise "Cannot display more than #{MAXIMUM_OPTION_COUNT} options on a dialogue." unless @options.size < MAXIMUM_OPTION_COUNT
@options[text.size] = decode_next_dialogue(type)
@text << message
end
# Gets the array of options.
def options
@options.dup
end
# Sets the precondition of this dialogue.
def precondition(player=nil, &block)
@precondition = block unless block.nil?
@precondition.call(player) unless player.nil?
end
# Appends a message to the text list.
def text(*message)
@text.concat(message) unless message.nil?
@text
end
# Sets the title of the dialogue.
def title(title=nil)
@title = title unless title.nil?
@title
end
# Sets the type of dialogue.
def type(type=nil)
unless type.nil?
verify_dialogue_type(type)
@type = type
end
@type
end
# Wraps text in this Dialogue, inserting extra Dialogues in the chain if necessary.
def wrap # TODO redo this
next if @type == :options
lines = []
maximum_lines = MAXIMUM_LINE_COUNT
text = @text.first
segments = segment_text(text)
if (segments.size <= maximum_lines)
lines = segments.clone
@text = @text[1..-1]
insert_copy(@text) if @text.size > 0
else
lines = segments.first(maximum_lines).clone
segments = [ segments.drop(maximum_lines).join() ]
insert_copy(segments << @text[1..-1].join())
end
@text = lines
end
protected
# Copies the value of every variable from the specified Dialogue, optionally updating the text array.
def copy_from(dialogue, text=nil)
@emote = dialogue.emote
@item = dialogue.item
@model = dialogue.model
@npc = dialogue.npc
@options = dialogue.options
@text = if text.nil? then dialogue.text.dup else text.dup end
@type = dialogue.type
end
private
def segment_text(text)
maximum_width = (@type == :text) ? MAXIMUM_LINE_WIDTH : MAXIMUM_MEDIA_LINE_WIDTH
segments = []
index = 0; width = 0; space = 0
while index < text.length
char = text[index]
space = index if char == ' '
width += get_width(char)
index += 1
if (width >= maximum_width)
segments << text[0..space]
text = text[(space + 1)..-1]
width = index = space = 0
end
end
segments << text if ! text.empty?
segments
end
# Inserts a copy of this Dialogue into the chain, but with different text.
def insert_copy(text)
name = @name
index = name.index('-auto-inserted-')
id = if index.nil? then 0 else name[name.rindex('-')..-1].to_i + 1 end
index ||= -1
name = "#{name[0..index]}-auto-inserted-#{id}"
dialogue = Dialogue.new(name, @conversation)
dialogue.copy_from(self, text.dup)
dialogue.wrap()
@options[0] = ->(player) { send_dialogue(player, dialogue) }
end
# Decodes the next dialogue interface from the hash, returning a proc.
def decode_next_dialogue(hash)
hash.each_pair do |key, value|
case key
when :disabled then return ->(player) { }
when :close then return ->(player) { player.send(CloseInterfaceMessage.new) }
when :dialogue then return ->(player) { send_dialogue(player, @conversation.part(value)) }
else raise "Unrecognised dialogue continue type #{key}."
end
end
end
end
# The dialogue interface ids for dialogues that only display text, but with no 'Click here to continue...' message.
STATEMENT_DIALOGUE_IDS = [ 12788, 12790, 12793, 12797, 6179 ] # TODO
# The dialogue interface ids for dialogues that display an item and text, ordered by line count.
ITEM_DIALOGUE_IDS = [ 306, 310, 315, 321 ]
# The dialogue interface ids for dialogues that only display text, ordered by line count.
TEXT_DIALOGUE_IDS = [ 356, 359, 363, 368, 374 ]
# The dialogue interface ids for dialogues that display the head of the player, ordered by line count.
PLAYER_DIALOGUE_IDS = [ 968, 973, 979, 986 ]
# The dialogue interface ids for dialogues that display the head of an npc, ordered by line count.
NPC_DIALOGUE_IDS = [ 4882, 4887, 4893, 4900 ]
# The dialogue interface ids for option dialogues, ordered by (option_count - 1)
OPTIONS_DIALOGUE_IDS = [ 2459, 2469, 2480, 2492 ]
## TODO separate this into different Dialogue types ##
# Sends a dialogue displaying an item model and text.
def send_item_dialogue(player, dialogue)
text = dialogue.text
dialogue_id = ITEM_DIALOGUE_IDS[text.size - 1]
player.send(SetWidgetItemModelMessage.new(dialogue_id + 1, dialogue.item, dialogue.item_scale))
indices = [ dialogue_id + 1 + 2, dialogue_id + 1 + 1, dialogue_id + 1 + 4, dialogue_id + 1 + 5 ]
text.each_with_index { |line, index| set_text(player, indices[index], line) }
player.interface_set.open_dialogue(ContinueDialogueAdapter.new(player, dialogue.options[0]), dialogue_id)
end
# Sends a dialogue displaying only text, with no 'Click here to continue...' button.
def send_statement_dialogue(player, dialogue)
text = dialogue.text
dialogue_id = STATEMENT_DIALOGUE_IDS[text.size]
set_text(player, dialogue_id + 1, dialogue.title)
text.each_with_index { |line, index| set_text(player, dialogue_id + 2 + index, line) }
player.interface_set.open_dialogue_overlay(dialogue_id)
end
# Sends a dialogue displaying only text.
def send_text_dialogue(player, dialogue)
text = dialogue.text
dialogue_id = TEXT_DIALOGUE_IDS[text.size - 1]
text.each_with_index { |line, index| set_text(player, dialogue_id + 1 + index, line) }
player.interface_set.open_dialogue(ContinueDialogueAdapter.new(player, dialogue.options[0]), dialogue_id)
end
# Sends a dialogue displaying the player's head.
def send_player_dialogue(player, dialogue)
emote = dialogue.emote
send_generic_dialogue player, dialogue, player.username, PLAYER_DIALOGUE_IDS do |id|
player.send(SetWidgetPlayerModelMessage.new(id + 1))
player.send(SetWidgetModelAnimationMessage.new(id + 1, emote)) unless emote.nil?
end
end
# Sends a dialogue displaying the head of an npc.
def send_npc_dialogue(player, dialogue)
npc = dialogue.npc
emote = dialogue.emote
name = NpcDefinition.lookup(npc).name.to_s
name = "" if (name.nil? || name == "null")
send_generic_dialogue player, dialogue, name, NPC_DIALOGUE_IDS do |id|
player.send(SetWidgetNpcModelMessage.new(id + 1, npc))
player.send(SetWidgetModelAnimationMessage.new(id + 1, emote)) unless emote.nil?
end
end
# Sends a dialogue displaying an event.
def send_generic_dialogue(player, dialogue, title, ids, &event)
text = dialogue.text
dialogue_id = ids[text.size - 1]
event.call(dialogue_id) if block_given?
set_text(player, dialogue_title_id(dialogue_id), title)
text.each_with_index { |line, index| set_text(player, dialogue_text_id(dialogue_id, index), line) }
player.interface_set.open_dialogue(ContinueDialogueAdapter.new(player, dialogue.options[0]), dialogue_id)
end
# Sends an options dialogue interface.
def send_options_dialogue(player, dialogue)
options = dialogue.options
size = options.size
raise 'Illegal options count: must be between 2 and 5, inclusive.' unless (2..5).include?(size)
text = dialogue.text
dialogue_id = OPTIONS_DIALOGUE_IDS[size - 1]
question = dialogue.title
set_text(player, dialogue_question_id(dialogue_id), question)
text.each_with_index { |line, index| set_text(player, dialogue_option_id(dialogue_id, index), line) }
player.interface_set.open_dialogue(OptionDialogueAdapter.new(player, options), dialogue_id)
end
# A DialogueAdapter for dialogues with a 'Click here to continue...' message.
class ContinueDialogueAdapter < DialogueAdapter
# Creates the ContinueDialogueAdadpter.
def initialize(player, continue)
super()
@player = player
@continue = continue
end
# Executes the 'continue' lambda when the player clicks the 'Click here to continue...' message.
def continued()
@continue.call(@player)
end
end
# A DialogueAdapter for dialogues with a set of options that can be selected.
class OptionDialogueAdapter < DialogueAdapter
# Creates the OptionDialogueAdadpter.
def initialize(player, options)
super()
@player = player
@options = options.dup
end
# Executes an option.
def button_clicked(button)
option = OPTIONS_DIALOGUE_IDS.find_index(button)
options[option].call(@player)
end
end
# Gets the widget id of the question, for an options dialogue interface.
def dialogue_question_id(id)
id + 1
end
# Gets the widget id of a dialogue option.
def dialogue_option_id(id, option)
id + 1 + option
end
# Gets the widget id of a dialogue text line.
def dialogue_text_id(id, line)
id + 3 + line
end
# Gets the widget id of a dialogue title.
def dialogue_title_id(id)
id + 2
end
# Sets the text of a widget.
def set_text(player, id, message)
player.send(SetWidgetTextMessage.new(id, message))
end
# Verifies that the dialogue type exists.
def verify_dialogue_type(type)
raise "Unrecognised dialogue type #{type}, expected one of #{DIALOGUE_TYPES}." unless DIALOGUE_TYPES.include?(type)
end
# The spacing of each character glyph, for the font used for dialogue. TODO decode the font from the cache.
GLYPH_SPACING = [ 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 7, 14, 9, 12, 12, 4, 5,
5, 10, 8, 4, 8, 4, 7, 9, 7, 9, 8, 8, 8, 9, 7, 9, 9, 4, 5, 7,
9, 7, 9, 14, 9, 8, 8, 8, 7, 7, 9, 8, 6, 8, 8, 7, 10, 9, 9, 8,
9, 8, 8, 6, 9, 8, 10, 8, 8, 8, 6, 7, 6, 9, 10, 5, 8, 8, 7, 8,
8, 7, 8, 8, 4, 7, 7, 4, 10, 8, 8, 8, 8, 6, 8, 6, 8, 8, 9, 8,
8, 8, 6, 4, 6, 12, 3, 10, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
4, 8, 11, 8, 8, 4, 8, 7, 12, 6, 7, 9, 5, 12, 5, 6, 10, 6, 6, 6,
8, 8, 4, 5, 5, 6, 7, 11, 11, 11, 9, 9, 9, 9, 9, 9, 9, 13, 8, 8,
8, 8, 8, 4, 4, 5, 4, 8, 9, 9, 9, 9, 9, 9, 8, 10, 9, 9, 9, 9,
8, 8, 8, 8, 8, 8, 8, 8, 8, 13, 6, 8, 8, 8, 8, 4, 4, 5, 4, 8,
8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 ]
# Gets the width of a single character.
def get_width(char)
return GLYPH_SPACING[char.ord]
end