diff --git a/Server/data/configs/npc_spawns.json b/Server/data/configs/npc_spawns.json index 25a67f84e..bdc23b4cc 100644 --- a/Server/data/configs/npc_spawns.json +++ b/Server/data/configs/npc_spawns.json @@ -5055,6 +5055,10 @@ "npc_id": "2237", "loc_data": "{3249,3266,0,1,5}-" }, + { + "npc_id": "2238", + "loc_data": "{3219,3247,0,1,6}-" + }, { "npc_id": "2240", "loc_data": "{3077,3259,0,1,4}-" diff --git a/Server/src/main/content/region/misthalin/lumbridge/dialogue/DonieDialogue.java b/Server/src/main/content/region/misthalin/lumbridge/dialogue/DonieDialogue.java deleted file mode 100644 index dbe66ddbf..000000000 --- a/Server/src/main/content/region/misthalin/lumbridge/dialogue/DonieDialogue.java +++ /dev/null @@ -1,129 +0,0 @@ -package content.region.misthalin.lumbridge.dialogue; - -import core.game.dialogue.DialoguePlugin; -import core.game.dialogue.FacialExpression; -import core.game.node.entity.npc.NPC; -import core.game.node.entity.player.Player; -import core.plugin.Initializable; -import core.game.world.GameWorld; - -/** - * Represents the dialogue plugin used for the donie npc. - * @author 'Vexia - * @version 1.00 - */ -@Initializable -public final class DonieDialogue extends DialoguePlugin { - - /** - * Constructs a new {@code DonieDialogue} {@code Object}. - */ - public DonieDialogue() { - /** - * empty. - */ - } - - /** - * Constructs a new {@code DonieDialogue} {@code Object}. - * @param player the player. - */ - public DonieDialogue(Player player) { - super(player); - } - - @Override - public DialoguePlugin newInstance(Player player) { - return new DonieDialogue(player); - } - - @Override - public boolean open(Object... args) { - npc = (NPC) args[0]; - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Hello there, can I help you?"); - stage = 0; - return true; - } - - @Override - public boolean handle(int interfaceId, int buttonId) { - switch (stage) { - case 0: - interpreter.sendOptions("Select an Option", "Where am I?", "How are you today?", "Your shoe lace is untied."); - stage = 1; - break; - case 1: - switch (buttonId) { - case 1: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Where am I?"); - stage = 10; - break; - case 2: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "How are you today?"); - stage = 20; - break; - case 3: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Your shoe lace is untied."); - stage = 30; - break; - } - break; - case 10: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "This is the town of Lumbridge my friend."); - stage = 11; - break; - case 11: - interpreter.sendOptions("Select an Option", "Where am I?", "How are you today?", "Your shoe lace is untied."); - stage = 1; - break; - case 20: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Aye, not too bad thank you. Lovely weather in", "" + GameWorld.getSettings().getName() + " this fine day."); - stage = 21; - break; - case 21: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Weather?"); - stage = 22; - break; - case 22: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Yes weather, you know."); - stage = 23; - break; - case 23: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "The state or condition of the atmosphere at a time and", "place, with respect to variables such as temperature,", "moisture, wind velocity, and barometric pressure."); - stage = 24; - break; - case 24: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "..."); - stage = 25; - break; - case 25: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Not just a pretty face eh? Ha ha ha."); - stage = 26; - break; - case 26: - end(); - break; - case 30: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "No it's not!"); - stage = 31; - break; - case 31: - interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "No you're right. I have nothing to back that up."); - stage = 32; - break; - case 32: - interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Fool! Leave me alone!"); - stage = 33; - break; - case 33: - end(); - break; - } - return true; - } - - @Override - public int[] getIds() { - return new int[] { 2238 }; - } -} diff --git a/Server/src/main/content/region/misthalin/lumbridge/dialogue/DonieDialogue.kt b/Server/src/main/content/region/misthalin/lumbridge/dialogue/DonieDialogue.kt new file mode 100644 index 000000000..7626499b9 --- /dev/null +++ b/Server/src/main/content/region/misthalin/lumbridge/dialogue/DonieDialogue.kt @@ -0,0 +1,53 @@ +package content.region.misthalin.lumbridge.dialogue + +import core.api.* +import core.game.dialogue.* +import core.game.node.entity.player.Player +import core.game.world.GameWorld +import core.game.world.GameWorld.settings +import core.plugin.Initializable +import org.rs09.consts.NPCs + +@Initializable +class DonieDialogue (player: Player? = null) : DialoguePlugin(player) { + override fun newInstance(player: Player): DialoguePlugin { + return DonieDialogue(player) + } + override fun handle(interfaceId: Int, buttonId: Int): Boolean { + openDialogue(player, DonieDialogueFile(), npc) + return false + } + override fun getIds(): IntArray { + return intArrayOf(NPCs.DONIE_2238) + } +} + +class DonieDialogueFile : DialogueLabeller() { + override fun addConversation() { + assignToIds(NPCs.DONIE_2238) + + npc(ChatAnim.FRIENDLY, "Hello there, can I help you?") + options( + DialogueOption("whereami", "Where am I?", expression = ChatAnim.THINKING), + DialogueOption("howareyou", "How are you today?"), + DialogueOption("shoelace", "Your shoe lace is untied."), + ) + + label("whereami") + npc("This is the town of Lumbridge my friend.") + + label("howareyou") + npc("Aye, not too bad thank you. Lovely weather in", ""+ (GameWorld.settings?.name ?: "2009Scape") +" this fine day.") + player("Weather?") + npc("Yes weather, you know.") + npc("The state or condition of the atmosphere at a time and", "place, with respect to variables such as temperature,", "moisture, wind velocity, and barometric pressure.") + player("...") + npc("Not just a pretty face eh? Ha ha ha.") + + label("shoelace") + npc(ChatAnim.ANGRY, "No it's not!") + player("No you're right. I have nothing to back that up.") + npc(ChatAnim.ANGRY, "Fool! Leave me alone!") + + } +} \ No newline at end of file diff --git a/Server/src/main/core/game/dialogue/DialogueLabeller.kt b/Server/src/main/core/game/dialogue/DialogueLabeller.kt new file mode 100644 index 000000000..b36c5ccae --- /dev/null +++ b/Server/src/main/core/game/dialogue/DialogueLabeller.kt @@ -0,0 +1,251 @@ +package core.game.dialogue + +import core.api.InputType +import core.api.face +import core.api.splitLines +import core.game.node.entity.npc.NPC +import core.game.node.entity.player.Player +import core.game.node.item.Item + +/** Alias FacialExpression to ChatAnim for compatibility. */ +typealias ChatAnim = FacialExpression +/** Alias InputType to InputType for compatibility. */ +typealias InputType = InputType +/** Create container class DialogueOption for [DialogueLabeller.options] */ +class DialogueOption( + val goto: String, + val option: String, + val spokenText: String = option, + val expression: ChatAnim = ChatAnim.NEUTRAL, + val skipPlayer: Boolean = false, + val callback: ((player: Player, npc: NPC) -> Boolean)? = null +) + +/** + * DialogueLabeller is another way to organize a dialogue file. + * It shares the same dialogue layout as another project for portability. + * - Uses [stage] is for the current loop and [super.stage] as the "next" stage + * - Have [dialogueCounter] assign stages and guards for each option/player/npc dialogue + * - Assign [exec] and [goto] the same [dialogueCounter] to execute all in one pass + * - Save [label] to a HashMap to refer to when using [goto] + * - Loops again when a [goto] is encountered, ends when no [stageHit] during a stage + * + * ! WARNING: DO NOT use functions in DialogueFile as it will cause unexpected behavior. + * + * Example: [content.region.misthalin.lumbridge.dialogue.RangedTutorDialogue] + */ +abstract class DialogueLabeller : DialogueFile() { + + companion object { + /** + * Makes NPC stop in its tracks and look at player. + * An alternative to setting up DialoguePlugin(player) to be used in InteractionListener. + */ + fun captureNPC(player: Player, npc: NPC) { + face(npc, player.location) + npc.setDialoguePlayer(player) // This prevents random walking in [NPC.java handleTickActions()] + npc.getWalkingQueue().reset() + npc.getPulseManager().clear() + } + } + + /** Maps labels to stage numbers, to make jumps. */ + val labelStageMap = HashMap () + /** Assigns the number to each dialogue line. */ + var dialogueCounter = 0 + /** Set [stage] to start off (1 when there is an initial label). */ + var startingStage: Int? = null + /** Keeps the current stage for the whole cycle. */ + override var stage = -1 + /** Assigns the number to each stage. */ + var stageHit = false + /** Jump to next stage number when hitting a goto. */ + var jumpTo: Int? = null + /** ButtonID on every click */ + var buttonID: Int? = null + /** ButtonID when user clicks on an option */ + var optButton: Int? = null + /** Input value after a user enters a value */ + var optInput: Any? = null + + /** Implement this function instead of overriding handle. */ + abstract fun addConversation() + + /** Helper function to create an individual stage for each of the dialogue stages. */ + private fun assignIndividualStage(callback: () -> Unit) { + if (startingStage == null) { startingStage = 0 } + if (stage == dialogueCounter) { // Run this stage when the stage equals to the dialogueCounter of this dialogue + callback() // CALLBACK FUNCTION + super.stage++ // Increment the stage to the next stage (only applies after a pass) + stageHit = true // Flag that the stage was hit, so that it doesn't close the dialogue + } + dialogueCounter++ // Increment the dialogueCounter to assign each line of dialogue + } + + /** Formats a vararg messages or falls back to message to an array for spread function. */ + private fun formatMessages(messages: Array?, message: String = ""): Array { + return if (messages == null || messages.isEmpty()) { + splitLines(message) + } else if (messages.size > 1) { + messages + } else { + splitLines(messages[0]) // A single line message is similar to a splitLine returning 1 line. + } + } + + /** Does absolutely nothing but to make it look like the other API. */ + fun assignToIds(npcid: Int) { /* super.npc = NPC(npcid) */ } + + /** Marks the start of a series of dialogue that can be jumped to using a [goto]. */ + fun label(label: String) { + if (startingStage == null) { startingStage = 1 } + dialogueCounter++ + labelStageMap[label] = dialogueCounter + } + + /** Jumps to a [label] after a series of dialogue. */ + fun goto(label: String) { + if (stage == dialogueCounter) { + jumpTo = labelStageMap[label] + } + } + + /** Jumps to a [label] inside an [exec]. */ + fun loadLabel(player: Player, label: String) { + goto(label) + } + + /** + * Executes the callback between stages and can be used for branching with [loadLabel]. + * You can chain as many exec as you like since they read sequentially. + * You can also read [options] and [input] values here via [optButton] and [optInput]. + */ + fun exec(callback: (player: Player, npc: NPC) -> Unit) { + if (startingStage == null) { startingStage = 0 } + if (stage == dialogueCounter) { + callback(player!!, npc!!) + } + } + + /** Dialogue player/playerl. Shows player chathead with text. **/ + fun player(chatAnim: ChatAnim = ChatAnim.NEUTRAL, vararg messages: String) { + assignIndividualStage { interpreter!!.sendDialogues(player, chatAnim, *formatMessages(messages)) } + } + /** Dialogue player/playerl. Shows player chathead with text. **/ + fun player(vararg messages: String) { player(ChatAnim.NEUTRAL, *messages) } + @Deprecated("Use player() instead.", ReplaceWith("player(chatAnim, *messages)")) + fun playerl(chatAnim: ChatAnim = ChatAnim.NEUTRAL, vararg messages: String) { throw Exception("Deprecated DialogueLabel: Use player() instead.") } + @Deprecated("Use player() instead.", ReplaceWith("player(*messages)")) + fun playerl(vararg messages: String) { throw Exception("Deprecated DialogueLabel: Use player() instead.") } + + /** Dialogue npc/npcl. Shows npc chathead with text. **/ + fun npc(chatAnim: ChatAnim = ChatAnim.NEUTRAL, vararg messages: String) { + assignIndividualStage { interpreter!!.sendDialogues(npc, chatAnim, *formatMessages(messages)) } + } + /** Dialogue npc/npcl. Shows npcId chathead with text. **/ + fun npc(chatAnim: ChatAnim = ChatAnim.NEUTRAL, npcId: Int, vararg messages: String) { + assignIndividualStage { interpreter!!.sendDialogues(NPC(npcId), chatAnim, *formatMessages(messages)) } + } + /** Dialogue npc/npcl. Shows npc chathead with text. **/ + fun npc(vararg messages: String) { npc(ChatAnim.NEUTRAL, *messages) } + @Deprecated("Use npc() instead.", ReplaceWith("npc(chatAnim, *messages)")) + fun npcl(chatAnim: ChatAnim = ChatAnim.NEUTRAL, vararg messages: String) { throw Exception("Deprecated DialogueLabel: Use npc() instead.") } + @Deprecated("Use npc() instead.", ReplaceWith("npc(*messages)")) + fun npcl(vararg messages: String) { throw Exception("Deprecated DialogueLabel: Use npc() instead.") } + + /** Dialogue item/iteml. Shows item with text. **/ + fun item(item: Item, vararg messages: String, message: String = "") { + assignIndividualStage { interpreter!!.sendItemMessage(item, *formatMessages(messages, message)) } + } + @Deprecated("Use item() instead.", ReplaceWith("item(item, *messages)")) + fun iteml(item: Item, vararg messages: String) { throw Exception("Deprecated DialogueLabel: Use item() instead.") } + + /** Dialogue overloaded doubleItem/doubleIteml. Shows two items with text. **/ + fun item(item: Item, item2: Item, vararg messages: String, message: String = "") { + assignIndividualStage { interpreter!!.sendDoubleItemMessage(item, item2, formatMessages(messages, message).joinToString(" ")) } + } + + /** Dialogue line/linel. Simply shows text. **/ + fun line(vararg messages: String) { + assignIndividualStage { interpreter!!.sendDialogue(*messages) } + } + @Deprecated("Use line() instead.", ReplaceWith("line(*messages)")) + fun linel(vararg messages: String) { throw Exception("Deprecated DialogueLabel: Use line() instead.") } + + /** Dialogue option. Shows the option dialogue with choices for the user to select. **/ + fun options(vararg options: DialogueOption, title: String = "Select an Option") { + // Filter out options that aren't shown. + val filteredOptions = options.filter{ if (it.callback != null) { it.callback.invoke(player!!, npc!!) } else { true } } + // Stage Part 1: Options List Dialogue + assignIndividualStage { interpreter!!.sendOptions(title, *filteredOptions.map{ it.option }.toTypedArray()) } + // Stage Part 2: Show spoken text. + var opt = if (buttonID != null && buttonID in 1..filteredOptions.size) { filteredOptions[buttonID!! - 1] } else { null } + assignIndividualStage { + if (opt?.skipPlayer == true) { + jumpTo = stage + 1 + } else { + interpreter!!.sendDialogues(player, opt?.expression ?: ChatAnim.NEUTRAL, *(splitLines(opt?.spokenText ?: " "))) + } + optButton = buttonID // transfer the buttonID to a temp memory for the next stage + } + // Stage Part 3: Jump To goto + if (stage == dialogueCounter && optButton != null && optButton in 1..filteredOptions.size) { + jumpTo = labelStageMap[filteredOptions[optButton!! - 1].goto] + } + dialogueCounter++ + } + @Deprecated("Use options(DialogueOption()) and not options(string).", ReplaceWith("options(DialogueOption(options))")) + override fun options(vararg options: String?, title: String) { throw Exception("Deprecated DialogueLabel: Use options(DialogueOption()) and not options(string).") } + + /** Dialogue input. Shows the input dialogue with an input box for the user to type in. Read [optInput] for the value. **/ + fun input(type: InputType, prompt: String = "Enter the amount") { + assignIndividualStage { + // These are similar to calling sendInputDialogue + when (type) { + InputType.AMOUNT -> interpreter!!.sendInput(true, prompt) + InputType.NUMERIC -> interpreter!!.sendInput(false, prompt) + InputType.STRING_SHORT -> interpreter!!.sendInput(true, prompt) // Only 12 letters + InputType.STRING_LONG -> interpreter!!.sendLongInput(prompt) // Very long text, can overflow. + InputType.MESSAGE -> interpreter!!.sendMessageInput(prompt) + } + if (type == InputType.AMOUNT) { + player!!.setAttribute("parseamount", true) + } + player!!.setAttribute("runscript") { value: Any -> + optInput = value + // The next line is a hack. Because this prompt is overlays the actual chatbox, we trigger the next dialogue with a call to handle. + interpreter!!.handle(player!!.interfaceManager.chatbox.id, 2) + } + player!!.setAttribute("input-type", type) + } + } + /** Dialogue input. Shows the input dialogue with an input box for the user to type in. Read [optInput] in an [exec] function for the value. **/ + fun input(numeric: Boolean, prompt: String = "Enter the amount") { input( if (numeric) { InputType.NUMERIC } else { InputType.STRING_SHORT }, prompt) } + + /** Hook onto the handle function of DialogueFile. This function gets called every loop with a super.stage. */ + override fun handle(componentID: Int, buttonID: Int) { + this.buttonID = buttonID + startingStage = null + /** This -1 stage is to read labels into a hashmap and to find the starting stage. */ + if (stage == -1) { + dialogueCounter = 0 + addConversation() // Force all labels to be recorded into hashmap. + super.stage = startingStage ?: 0 + } + for (i in 0..10) { // Limit to 10 jumpTo PER DIALOGUE LINE to prevent infinite looping/ping-ponging jumps. + if (jumpTo != null) { // If jumpTo is set, set the super.stage stage as the new jumpTo stage. + super.stage = jumpTo as Int + jumpTo = null + } + stageHit = false + stage = super.stage // [stage] is for the current loop. [super.stage] is treated as the "next" stage. + dialogueCounter = 0 + addConversation() // MAIN CALLBACK FUNCTION + // If there is no jumpTo set, or jumpTo is set to the same stage as this(infinite loop), exit. + if (jumpTo == null || jumpTo == stage) { + break + } + } + if (!stageHit) { end() } // If a dialogue stage is not hit, end the dialogues. + } +} \ No newline at end of file