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125 lines
3.8 KiB
Rust
125 lines
3.8 KiB
Rust
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use vek::{Vec2, Vec3};
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use super::Item;
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#[derive(Clone, Debug)]
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pub struct AskedLocation {
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pub name: String,
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pub origin: Vec2<i32>,
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}
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#[derive(Clone, Debug)]
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pub enum PersonType {
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Merchant,
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Villager { name: String },
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}
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#[derive(Clone, Debug)]
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pub struct AskedPerson {
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pub person_type: PersonType,
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pub origin: Option<Vec3<f32>>,
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}
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impl AskedPerson {
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pub fn name(&self) -> String {
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match &self.person_type {
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PersonType::Merchant => "The Merchant".to_string(),
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PersonType::Villager { name } => name.clone(),
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}
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}
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}
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/// Conversation subject
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#[derive(Clone, Debug)]
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pub enum Subject {
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/// Using simple interaction with NPC
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/// This is meant to be the default behavior of talking
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/// NPC will throw a random dialogue to you
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Regular,
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/// Asking for trading
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/// Ask the person to trade with you
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/// NPC will either invite you to trade, or decline
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Trade,
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/// Inquiring the mood of the NPC
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/// NPC will explain what his mood is, and why.
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/// Can lead to potential quests if the NPC has a bad mood
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/// Else it'll just be flavor text explaining why he got this mood
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Mood,
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/// Asking for a location
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/// NPC will either know where this location is, or not
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/// It'll tell you which direction and approx what distance it is from you
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Location(AskedLocation),
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/// Asking for a person's location
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/// NPC will either know where this person is, or not
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/// It'll tell you which direction and approx what distance it is from you
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Person(AskedPerson),
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/// Asking for work
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/// NPC will give you a quest if his mood is bad enough
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/// So either it'll tell you something to do, or just say that he got
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/// nothing
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Work,
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}
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/// Context of why a NPC has a specific mood (good, neutral, bad, ...)
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#[derive(Clone, Debug)]
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pub enum MoodContext {
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/// The weather is good, sunny, appeasing, etc...
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GoodWeather,
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/// Someone completed a quest and enlightened this NPC's day
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QuestSucceeded { hero: String, quest_desc: String },
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/// Normal day, same as yesterday, nothing relevant to say about it, that's
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/// everyday life
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EverydayLife,
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/// Need one or more items in order to complete a personal task, or for
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/// working
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NeedItem { item: Item, quantity: u16 },
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/// A personal good has been robbed! Gotta find a replacement
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MissingItem { item: Item },
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}
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// Note: You can add in-between states if needed
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/// NPC mood status indicator
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#[derive(Clone, Debug)]
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pub enum MoodState {
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/// The NPC is happy!
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Good(MoodContext),
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/// The NPC is having a normal day
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Neutral(MoodContext),
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/// The NPC got a pretty bad day. He may even need player's help!
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Bad(MoodContext),
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}
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// TODO: dialogue localization
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impl MoodState {
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pub fn describe(&self) -> String {
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match self {
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MoodState::Good(context) => format!("I'm so happy, {}", context.describe()),
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MoodState::Neutral(context) => context.describe(),
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MoodState::Bad(context) => {
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format!("I'm mad, {}", context.describe())
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},
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}
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}
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}
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// TODO: dialogue localization
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impl MoodContext {
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pub fn describe(&self) -> String {
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match &self {
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MoodContext::GoodWeather => "The weather is great today!".to_string(),
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MoodContext::QuestSucceeded { hero, quest_desc } => {
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format!("{} helped me on {}", hero, quest_desc)
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},
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&MoodContext::EverydayLife => "Life's going as always.".to_string(),
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MoodContext::NeedItem { item, quantity } => {
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format!("I need {} {}!", quantity, item.name())
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},
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&MoodContext::MissingItem { item } => {
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format!("Someone robbed my {}!", item.name())
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},
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}
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}
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}
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