JustPaste.it

-- Advanced NPC System by Jiddo

if NpcHandler == nil then
-- Constant talkdelay behaviors.
TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.
TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)
TALKDELAY_EVENT = 2 -- Not yet implemented

-- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.
NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK

-- Constant indexes for defining default messages.
MESSAGE_GREET = 1 -- When the player greets the npc.
MESSAGE_FAREWELL = 2 -- When the player unGreets the npc.
MESSAGE_BUY = 3 -- When the npc asks the player if he wants to buy something.
MESSAGE_ONBUY = 4 -- When the player successfully buys something via talk.
MESSAGE_BOUGHT = 5 -- When the player bought something through the shop window.
MESSAGE_SELL = 6 -- When the npc asks the player if he wants to sell something.
MESSAGE_ONSELL = 7 -- When the player successfully sells something via talk.
MESSAGE_SOLD = 8 -- When the player sold something through the shop window.
MESSAGE_MISSINGMONEY = 9 -- When the player does not have enough money.
MESSAGE_NEEDMONEY = 10 -- Same as above, used for shop window.
MESSAGE_MISSINGITEM = 11 -- When the player is trying to sell an item he does not have.
MESSAGE_NEEDITEM = 12 -- Same as above, used for shop window.
MESSAGE_NEEDSPACE = 13 -- When the player don't have any space to buy an item
MESSAGE_NEEDMORESPACE = 14 -- When the player has some space to buy an item, but not enough space
MESSAGE_IDLETIMEOUT = 15 -- When the player has been idle for longer then idleTime allows.
MESSAGE_WALKAWAY = 16 -- When the player walks out of the talkRadius of the npc.
MESSAGE_DECLINE = 17 -- When the player says no to something.
MESSAGE_SENDTRADE = 18 -- When the npc sends the trade window to the player
MESSAGE_NOSHOP = 19 -- When the npc's shop is requested but he doesn't have any
MESSAGE_ONCLOSESHOP = 20 -- When the player closes the npc's shop window
MESSAGE_ALREADYFOCUSED = 21 -- When the player already has the focus of this npc.
MESSAGE_WALKAWAY_MALE = 22 -- When a male player walks out of the talkRadius of the npc.
MESSAGE_WALKAWAY_FEMALE = 23 -- When a female player walks out of the talkRadius of the npc.

-- Constant indexes for callback functions. These are also used for module callback ids.
CALLBACK_CREATURE_APPEAR = 1
CALLBACK_CREATURE_DISAPPEAR = 2
CALLBACK_CREATURE_SAY = 3
CALLBACK_ONTHINK = 4
CALLBACK_GREET = 5
CALLBACK_FAREWELL = 6
CALLBACK_MESSAGE_DEFAULT = 7
CALLBACK_PLAYER_ENDTRADE = 8
CALLBACK_PLAYER_CLOSECHANNEL = 9
CALLBACK_ONBUY = 10
CALLBACK_ONSELL = 11
CALLBACK_ONADDFOCUS = 18
CALLBACK_ONRELEASEFOCUS = 19
CALLBACK_ONTRADEREQUEST = 20

-- Addidional module callback ids
CALLBACK_MODULE_INIT = 12
CALLBACK_MODULE_RESET = 13

-- Constant strings defining the keywords to replace in the default messages.
TAG_PLAYERNAME = "|PLAYERNAME|"
TAG_ITEMCOUNT = "|ITEMCOUNT|"
TAG_TOTALCOST = "|TOTALCOST|"
TAG_ITEMNAME = "|ITEMNAME|"

NpcHandler = {
keywordHandler = nil,
focuses = nil,
talkStart = nil,
idleTime = 120,
talkRadius = 3,
talkDelayTime = 1, -- Seconds to delay outgoing messages.
talkDelay = nil,
callbackFunctions = nil,
modules = nil,
shopItems = nil, -- They must be here since ShopModule uses 'static' functions
eventSay = nil,
eventDelayedSay = nil,
topic = nil,
messages = {
-- These are the default replies of all npcs. They can/should be changed individually for each npc.
[MESSAGE_GREET] = "Greetings, |PLAYERNAME|.",
[MESSAGE_FAREWELL] = "Good bye, |PLAYERNAME|.",
[MESSAGE_BUY] = "Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?",
[MESSAGE_ONBUY] = "Here you are.",
[MESSAGE_BOUGHT] = "Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.",
[MESSAGE_SELL] = "Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?",
[MESSAGE_ONSELL] = "Here you are, |TOTALCOST| gold.",
[MESSAGE_SOLD] = "Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.",
[MESSAGE_MISSINGMONEY] = "You don't have enough money.",
[MESSAGE_NEEDMONEY] = "You don't have enough money.",
[MESSAGE_MISSINGITEM] = "You don't have so many.",
[MESSAGE_NEEDITEM] = "You do not have this object.",
[MESSAGE_NEEDSPACE] = "You do not have enough capacity.",
[MESSAGE_NEEDMORESPACE] = "You do not have enough capacity for all items.",
[MESSAGE_IDLETIMEOUT] = "Good bye.",
[MESSAGE_WALKAWAY] = "Good bye.",
[MESSAGE_DECLINE] = "Then not.",
[MESSAGE_SENDTRADE] = "Of course, just browse through my wares.",
[MESSAGE_NOSHOP] = "Sorry, I'm not offering anything.",
[MESSAGE_ONCLOSESHOP] = "Thank you, come back whenever you're in need of something else.",
[MESSAGE_ALREADYFOCUSED] = "|PLAYERNAME|, I am already talking to you.",
[MESSAGE_WALKAWAY_MALE] = "Good bye.",
[MESSAGE_WALKAWAY_FEMALE] = "Good bye."
}
}

-- Creates a new NpcHandler with an empty callbackFunction stack.
function NpcHandler:new(keywordHandler)
local obj = {}
obj.callbackFunctions = {}
obj.modules = {}
obj.eventSay = {}
obj.eventDelayedSay = {}
obj.topic = {}
obj.focuses = {}
obj.talkStart = {}
obj.talkDelay = {}
obj.keywordHandler = keywordHandler
obj.messages = {}
obj.shopItems = {}

setmetatable(obj.messages, self.messages)
self.messages.__index = self.messages

setmetatable(obj, self)
self.__index = self
return obj
end

-- Re-defines the maximum idle time allowed for a player when talking to this npc.
function NpcHandler:setMaxIdleTime(newTime)
self.idleTime = newTime
end

-- Attaches a new keyword handler to this npchandler
function NpcHandler:setKeywordHandler(newHandler)
self.keywordHandler = newHandler
end

-- Function used to change the focus of this npc.
function NpcHandler:addFocus(newFocus)
if self:isFocused(newFocus) then
return
end

self.focuses[#self.focuses + 1] = newFocus
self.topic[newFocus] = 0
local callback = self:getCallback(CALLBACK_ONADDFOCUS)
if callback == nil or callback(newFocus) then
self:processModuleCallback(CALLBACK_ONADDFOCUS, newFocus)
end
self:updateFocus()
end

-- Function used to verify if npc is focused to certain player
function NpcHandler:isFocused(focus)
for k,v in pairs(self.focuses) do
if v == focus then
return true
end
end
return false
end

-- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
-- Should also be called whenever a new player is focused.
function NpcHandler:updateFocus()
for pos, focus in pairs(self.focuses) do
if focus then
doNpcSetCreatureFocus(focus)
return
end
end
doNpcSetCreatureFocus(0)
end

-- Used when the npc should un-focus the player.
function NpcHandler:releaseFocus(focus)
if shop_cost[focus] then
shop_amount[focus] = nil
shop_cost[focus] = nil
shop_rlname[focus] = nil
shop_itemid[focus] = nil
shop_container[focus] = nil
shop_npcuid[focus] = nil
shop_eventtype[focus] = nil
shop_subtype[focus] = nil
shop_destination[focus] = nil
shop_premium[focus] = nil
end

if self.eventDelayedSay[focus] then
self:cancelNPCTalk(self.eventDelayedSay[focus])
end

if not self:isFocused(focus) then
return
end

local pos = nil
for k,v in pairs(self.focuses) do
if v == focus then
pos = k
end
end
self.focuses[pos] = nil

self.eventSay[focus] = nil
self.eventDelayedSay[focus] = nil
self.talkStart[focus] = nil
self.topic[focus] = nil

local callback = self:getCallback(CALLBACK_ONRELEASEFOCUS)
if callback == nil or callback(focus) then
self:processModuleCallback(CALLBACK_ONRELEASEFOCUS, focus)
end

if Player(focus) then
closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
self:updateFocus()
end
end

-- Returns the callback function with the specified id or nil if no such callback function exists.
function NpcHandler:getCallback(id)
local ret = nil
if self.callbackFunctions then
ret = self.callbackFunctions[id]
end
return ret
end

-- Changes the callback function for the given id to callback.
function NpcHandler:setCallback(id, callback)
if self.callbackFunctions then
self.callbackFunctions[id] = callback
end
end

-- Adds a module to this npchandler and inits it.
function NpcHandler:addModule(module)
if self.modules then
self.modules[#self.modules + 1] = module
module:init(self)
end
end

-- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
function NpcHandler:processModuleCallback(id, ...)
local ret = true
for i, module in pairs(self.modules) do
local tmpRet = true
if id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear then
tmpRet = module:callbackOnCreatureAppear(...)
elseif id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear then
tmpRet = module:callbackOnCreatureDisappear(...)
elseif id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay then
tmpRet = module:callbackOnCreatureSay(...)
elseif id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade then
tmpRet = module:callbackOnPlayerEndTrade(...)
elseif id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel then
tmpRet = module:callbackOnPlayerCloseChannel(...)
elseif id == CALLBACK_ONBUY and module.callbackOnBuy then
tmpRet = module:callbackOnBuy(...)
elseif id == CALLBACK_ONSELL and module.callbackOnSell then
tmpRet = module:callbackOnSell(...)
elseif id == CALLBACK_ONTRADEREQUEST and module.callbackOnTradeRequest then
tmpRet = module:callbackOnTradeRequest(...)
elseif id == CALLBACK_ONADDFOCUS and module.callbackOnAddFocus then
tmpRet = module:callbackOnAddFocus(...)
elseif id == CALLBACK_ONRELEASEFOCUS and module.callbackOnReleaseFocus then
tmpRet = module:callbackOnReleaseFocus(...)
elseif id == CALLBACK_ONTHINK and module.callbackOnThink then
tmpRet = module:callbackOnThink(...)
elseif id == CALLBACK_GREET and module.callbackOnGreet then
tmpRet = module:callbackOnGreet(...)
elseif id == CALLBACK_FAREWELL and module.callbackOnFarewell then
tmpRet = module:callbackOnFarewell(...)
elseif id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault then
tmpRet = module:callbackOnMessageDefault(...)
elseif id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset then
tmpRet = module:callbackOnModuleReset(...)
end
if not tmpRet then
ret = false
break
end
end
return ret
end

-- Returns the message represented by id.
function NpcHandler:getMessage(id)
local ret = nil
if self.messages then
ret = self.messages[id]
end
return ret
end

-- Changes the default response message with the specified id to newMessage.
function NpcHandler:setMessage(id, newMessage)
if self.messages then
self.messages[id] = newMessage
end
end

-- Translates all message tags found in msg using parseInfo
function NpcHandler:parseMessage(msg, parseInfo)
local ret = msg
for search, replace in pairs(parseInfo) do
ret = string.gsub(ret, search, replace)
end
return ret
end

-- Makes sure the npc un-focuses the currently focused player
function NpcHandler:unGreet(cid)
if not self:isFocused(cid) then
return
end

local callback = self:getCallback(CALLBACK_FAREWELL)
if callback == nil or callback() then
if self:processModuleCallback(CALLBACK_FAREWELL) then
local msg = self:getMessage(MESSAGE_FAREWELL)
local player = Player(cid)
local playerName = player and player:getName() or -1
local parseInfo = { [TAG_PLAYERNAME] = playerName }
self:resetNpc(cid)
msg = self:parseMessage(msg, parseInfo)
self:say(msg, cid, true)
self:releaseFocus(cid)
end
end
end

-- Greets a new player.
function NpcHandler:greet(cid)
if cid ~= 0 then
local callback = self:getCallback(CALLBACK_GREET)
if callback == nil or callback(cid) then
if self:processModuleCallback(CALLBACK_GREET, cid) then
local msg = self:getMessage(MESSAGE_GREET)
local player = Player(cid)
local playerName = player and player:getName() or -1
local parseInfo = { [TAG_PLAYERNAME] = playerName }
msg = self:parseMessage(msg, parseInfo)
self:say(msg, cid, true)
else
return
end
else
return
end
end
self:addFocus(cid)
end

-- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
function NpcHandler:onCreatureAppear(creature)
local cid = creature:getId()
if cid == getNpcCid() and next(self.shopItems) then
local npc = Npc()
local speechBubble = npc:getSpeechBubble()
if speechBubble == 3 then
npc:setSpeechBubble(4)
else
npc:setSpeechBubble(2)
end
end

local callback = self:getCallback(CALLBACK_CREATURE_APPEAR)
if callback == nil or callback(cid) then
if self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid) then
--
end
end
end

-- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback.
function NpcHandler:onCreatureDisappear(creature)
local cid = creature:getId()
if getNpcCid() == cid then
return
end

local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
if callback == nil or callback(cid) then
if self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid) then
if self:isFocused(cid) then
self:unGreet(cid)
end
end
end
end

-- Handles onCreatureSay events. If you with to handle this yourself, please use the CALLBACK_CREATURE_SAY callback.
function NpcHandler:onCreatureSay(creature, msgtype, msg)
local cid = creature:getId()
local callback = self:getCallback(CALLBACK_CREATURE_SAY)
if callback == nil or callback(cid, msgtype, msg) then
if self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, msgtype, msg) then
if not self:isInRange(cid) then
return
end

if self.keywordHandler then
if self:isFocused(cid) and msgtype == TALKTYPE_PRIVATE_PN or not self:isFocused(cid) then
local ret = self.keywordHandler:processMessage(cid, msg)
if not ret then
local callback = self:getCallback(CALLBACK_MESSAGE_DEFAULT)
if callback and callback(cid, msgtype, msg) then
self.talkStart[cid] = os.time()
end
else
self.talkStart[cid] = os.time()
end
end
end
end
end
end

-- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.
function NpcHandler:onPlayerEndTrade(creature)
local cid = creature:getId()
local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)
if callback == nil or callback(cid) then
if self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid, msgtype, msg) then
if self:isFocused(cid) then
local player = Player(cid)
local playerName = player and player:getName() or -1
local parseInfo = { [TAG_PLAYERNAME] = playerName }
local msg = self:parseMessage(self:getMessage(MESSAGE_ONCLOSESHOP), parseInfo)
self:say(msg, cid)
end
end
end
end

-- Handles onPlayerCloseChannel events. If you wish to handle this yourself, use the CALLBACK_PLAYER_CLOSECHANNEL callback.
function NpcHandler:onPlayerCloseChannel(creature)
local cid = creature:getId()
local callback = self:getCallback(CALLBACK_PLAYER_CLOSECHANNEL)
if callback == nil or callback(cid) then
if self:processModuleCallback(CALLBACK_PLAYER_CLOSECHANNEL, cid, msgtype, msg) then
if self:isFocused(cid) then
self:unGreet(cid)
end
end
end
end

-- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.
function NpcHandler:onBuy(creature, itemid, subType, amount, ignoreCap, inBackpacks)
local cid = creature:getId()
local callback = self:getCallback(CALLBACK_ONBUY)
if callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks) then
if self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount, ignoreCap, inBackpacks) then
--
end
end
end

-- Handles onSell events. If you wish to handle this yourself, use the CALLBACK_ONSELL callback.
function NpcHandler:onSell(creature, itemid, subType, amount, ignoreCap, inBackpacks)
local cid = creature:getId()
local callback = self:getCallback(CALLBACK_ONSELL)
if callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks) then
if self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, ignoreCap, inBackpacks) then
--
end
end
end

-- Handles onTradeRequest events. If you wish to handle this yourself, use the CALLBACK_ONTRADEREQUEST callback.
function NpcHandler:onTradeRequest(cid)
local callback = self:getCallback(CALLBACK_ONTRADEREQUEST)
if callback == nil or callback(cid) then
if self:processModuleCallback(CALLBACK_ONTRADEREQUEST, cid) then
return true
end
end
return false
end

-- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
function NpcHandler:onThink()
local callback = self:getCallback(CALLBACK_ONTHINK)
if callback == nil or callback() then
if NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK then
for cid, talkDelay in pairs(self.talkDelay) do
if talkDelay.time and talkDelay.message and os.time() >= talkDelay.time then
selfSay(talkDelay.message, cid, talkDelay.publicize and true or false)
self.talkDelay[cid] = nil
end
end
end

if self:processModuleCallback(CALLBACK_ONTHINK) then
for pos, focus in pairs(self.focuses) do
if focus then
if not self:isInRange(focus) then
self:onWalkAway(focus)
elseif self.talkStart[focus] and (os.time() - self.talkStart[focus]) > self.idleTime then
self:unGreet(focus)
else
self:updateFocus()
end
end
end
end
end
end

-- Tries to greet the player with the given cid.
function NpcHandler:onGreet(cid)
if self:isInRange(cid) then
if not self:isFocused(cid) then
self:greet(cid)
return
end
end
end

-- Simply calls the underlying unGreet function.
function NpcHandler:onFarewell(cid)
self:unGreet(cid)
end

-- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
function NpcHandler:onWalkAway(cid)
if self:isFocused(cid) then
local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
if callback == nil or callback() then
if self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid) then
local msg = self:getMessage(MESSAGE_WALKAWAY)

local player = Player(cid)
local playerName = player and player:getName() or -1
local playerSex = player and player:getSex() or 0

local parseInfo = { [TAG_PLAYERNAME] = playerName }
local message = self:parseMessage(msg, parseInfo)

local msg_male = self:getMessage(MESSAGE_WALKAWAY_MALE)
local message_male = self:parseMessage(msg_male, parseInfo)
local msg_female = self:getMessage(MESSAGE_WALKAWAY_FEMALE)
local message_female = self:parseMessage(msg_female, parseInfo)
if message_female ~= message_male then
if playerSex == PLAYERSEX_FEMALE then
selfSay(message_female)
else
selfSay(message_male)
end
elseif message ~= "" then
selfSay(message)
end
self:resetNpc(cid)
self:releaseFocus(cid)
end
end
end
end

-- Returns true if cid is within the talkRadius of this npc.
function NpcHandler:isInRange(cid)
local distance = Player(cid) and getDistanceTo(cid) or -1
if distance == -1 then
return false
end

return distance <= self.talkRadius
end

-- Resets the npc into its initial state (in regard of the keywordhandler).
-- All modules are also receiving a reset call through their callbackOnModuleReset function.
function NpcHandler:resetNpc(cid)
if self:processModuleCallback(CALLBACK_MODULE_RESET) then
self.keywordHandler:reset(cid)
end
end

function NpcHandler:cancelNPCTalk(events)
for aux = 1, #events do
stopEvent(events[aux].event)
end
events = nil
end

function NpcHandler:doNPCTalkALot(msgs, interval, pcid)
if self.eventDelayedSay[pcid] then
self:cancelNPCTalk(self.eventDelayedSay[pcid])
end

self.eventDelayedSay[pcid] = {}
local ret = {}
for aux = 1, #msgs do
self.eventDelayedSay[pcid][aux] = {}
doCreatureSayWithDelay(getNpcCid(), msgs[aux], TALKTYPE_PRIVATE_NP, ((aux-1) * (interval or 4000)) + 700, self.eventDelayedSay[pcid][aux], pcid)
ret[#ret + 1] = self.eventDelayedSay[pcid][aux]
end
return(ret)
end

-- Makes the npc represented by this instance of NpcHandler say something.
-- This implements the currently set type of talkdelay.
-- shallDelay is a boolean value. If it is false, the message is not delayed. Default value is true.
function NpcHandler:say(message, focus, publicize, shallDelay, delay)
if type(message) == "table" then
return self:doNPCTalkALot(message, delay or 6000, focus)
end

if self.eventDelayedSay[focus] then
self:cancelNPCTalk(self.eventDelayedSay[focus])
end

local shallDelay = not shallDelay and true or shallDelay
if NPCHANDLER_TALKDELAY == TALKDELAY_NONE or shallDelay == false then
selfSay(message, focus, publicize and true or false)
return
end

stopEvent(self.eventSay[focus])
self.eventSay[focus] = addEvent(function(npcId, message, focusId)
local npc = Npc(npcId)
if npc == nil then
return
end
local player = Player(focusId)
if player then
npc:say(message, TALKTYPE_PRIVATE_NP, false, player, npc:getPosition())
end
end, self.talkDelayTime * 1000, Npc():getId(), message, focus)
end
end