Added conditional evaluation to dialogs. Conditionals for the NPC have been tested, for the player have not.

This commit is contained in:
Patrick Marsee 2019-05-31 21:37:52 -04:00
parent b332d579e9
commit ed7fe60a6d
3 changed files with 94 additions and 46 deletions

View file

@ -315,33 +315,74 @@ If -l is given, a map legend will be printed under the map."""
return charsRead / 27 # based on average 250 words per minute, and word length of 5.5 + 1 for space.
def dialog(self, dialogObj):
if 'opener' in dialogObj:
print(_tw.fill(dialogObj['opener'], width = TERM_SIZE))
if 'script' in dialogObj:
self.gameBase.parseScript(dialogObj['script'])
while isinstance(dialogObj, dict):
if 'action' in dialogObj:
action = dialogObj['action']
if action == 'answer':
answer = 0
if 'answers' in dialogObj and isinstance(dialogObj['answers'], list):
for i in range(len(dialogObj['answers'])):
print(_tw.fill('{}: {}'.format(i+1, dialogObj['answers'][i]), width = TERM_SIZE))
answer = int(input(self.ps2)) - 1
if 'replies' in dialogObj and isinstance(dialogObj['replies'], list):
ret = self.dialog(dialogObj['replies'][answer])
if ret > 1:
return ret - 1
elif ret == 0:
return 0
# if ret == 1, then do this dialog again
elif len(action) >= 4 and action[:4] == 'back':
if len(action) == 4:
return 1
return int(action[4:])
elif action == 'exit':
return 0
if 'cond' in dialogObj:
cases = dialogObj['cond']
ret = 0
for case in cases:
cond = case['case'].split() # should be list like ["value", "==", 1]
if len(cond) == 1 and (cond[0] == 'else' or self.gameBase.getValueFromString(cond[0])):
ret = self.dialog(case)
break
elif len(cond) == 3 and self.gameBase.compareValues(cond[1], cond[0], cond[2]):
ret = self.dialog(case)
break
else:
raise RuntimeError("All routes are false: {}".format(testValue))
if ret > 1:
return ret - 1
else:
return ret
# if ret == 1 or ret == 0, go back again.
elif 'opener' in dialogObj:
print(_tw.fill(dialogObj['opener'], width = TERM_SIZE))
while isinstance(dialogObj, dict):
if 'action' in dialogObj:
action = dialogObj['action']
if action == 'answer':
answer = 0
skips = []
j = 0 # follower to i
if 'answers' in dialogObj and isinstance(dialogObj['answers'], list):
for i in range(len(dialogObj['answers'])):
ans = dialogObj['answers'][i]
if ans[0] == '?':
condEnd = ans.index(':')
cond = ans[1:condEnd].strip().split()
if self.gameBase.compareValues(cond[1], cond[0], cond[2]):
print(_tw.fill('{}: {}'.format(j+1, ans[condEnd+1:]), width = TERM_SIZE))
j += 1
else:
skips.append(i)
else:
print(_tw.fill('{}: {}'.format(j+1, ans), width = TERM_SIZE))
j += 1
answer = int(input(self.ps2)) - 1
# account for offset if there were answer options that didn't meet conditions
for i in skips:
if i <= answer:
answer += 1
else:
break
if 'replies' in dialogObj and isinstance(dialogObj['replies'], list):
ret = self.dialog(dialogObj['replies'][answer])
if ret > 1:
return ret - 1
elif ret == 0:
return 0
# if ret == 1, then do this dialog again
elif len(action) >= 4 and action[:4] == 'back':
if len(action) == 4:
return 1
return int(action[4:])
elif action == 'exit':
return 0
else:
raise RuntimeError('Malformed action: {}'.format(action))
else:
raise RuntimeError("Dialog branch with neither switch nor openner.")
def playercmd(self, args):
self.handleCommand(args)