summaryrefslogtreecommitdiff
path: root/data/test.lua
blob: 5a1327a6eec116964ff0be57722ecc6eb84119ae (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
------------------
-- Support code --
------------------

-- NOTE: Could be put into a separate library

function create_npc(id, x, y, handler)
  local npc = tmw.obj_create_npc(id, x, y)
  npcs[npc] = handler
end

function do_message(npc, ch, msg)
  tmw.msg_npc_message(npc, ch, msg)
  coroutine.yield(1)
end

function do_choice(npc, ch, msg)
  tmw.msg_npc_choice(npc, ch, msg)
  return coroutine.yield(2)
end

-- Called whenever a player starts talking to an NPC.
-- Creates a coroutine based on the register NPC handler.
function npc_start(npc, ch)
  local h = npcs[npc]
  if not h then return end
  local co = coroutine.create(h)
  local b, v = coroutine.resume(co, npc, ch)
  if b and v then
    states[ch] = {npc, co, v, 5}
    if not timer then
      timer = 600
    end
  end
end

-- Called whenever a player keeps talking to an NPC.
-- Checks that the NPC expects it, and resumes the respective coroutine.
function npc_next(npc, ch)
  local w = states[ch]
  if w and w[1] == npc and w[3] == 1 then
    local b, v = coroutine.resume(w[2])
    if b and v then
      w[3] = v
      w[4] = 5
    else
      states[ch] = nil
    end
  end
end

-- Called whenever a player selects a particular reply.
-- Checks that the NPC expects it, and resumes the respective coroutine.
function npc_choose(npc, ch, u)
  local w = states[ch]
  if w and w[1] == npc and w[3] == 2 then
    local b, v = coroutine.resume(w[2], u)
    if b and v then
      w[3] = v
      w[4] = 5
    else
      states[ch] = nil
    end
  end
end

function npc_update(npc)
end

function update()
  -- Run every minute only, in order not to overload the server.
  if not timer then return end
  timer = timer - 10
  if timer ~= 0 then return end
  -- Free connections that have been inactive for 3-4 minutes.
  for k, w in pairs(states) do
    local t = w[4] - 1
    if t == 0 then
      states[k] = nil
    else
      w[4] = t
    end
  end
  -- Restart timer if there are still some pending states.
  if next(states) then
    timer = 600
  else
    timer = nil
  end
end

npcs = {}
states = {}

--------------
-- Map code --
--------------

function initialize()
  create_npc(110, 50 * 32 + 16, 19 * 32 + 16, my_npc1)
  create_npc(107, 53 * 32 + 16, 21 * 32 + 16, my_npc2)
  create_npc(107, 53 * 32 + 16, 23 * 32 + 16, my_npc3)
end

function my_npc1(npc, ch)
  do_message(npc, ch, "Hello! I am the testing NPC")
  do_message(npc, ch, "This message is just here for testing intertwined connections.")
  do_message(npc, ch, "What do you want?")
  local v = do_choice(npc, ch, "Guns! Lots of guns!:Nothing")
  if v == 1 then
    do_message(npc, ch, "Sorry, this is a heroic-fantasy game, I do not have any gun.")
  end
end

npc2_times = 1

function my_npc2(npc, ch)
  do_message(npc, ch, "You know what?")
  do_message(npc, ch, string.format("I have already asked this question %d times today.", npc2_times))
  npc2_times = npc2_times + 1
end

function my_npc3(npc, ch)
  do_message(npc, ch, "Don't you think the guy behind me is my evil twin?")
end