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