class TestContinueDialogue(TestDialogueProcessor):
    """Tests of the L{DialogueProcessor.continueDialogue} method."""
    def setUp(self):
        TestDialogueProcessor.setUp(self)
        self.dialogue_processor = DialogueProcessor(self.dialogue,
                                                    self.game_state)
        self.dialogue_processor.initiateDialogue()
        self.dialogue_action = \
            self.dialogue.default_greeting.actions[0]
    
    def testRunsDialogueActions(self):
        """continueDialogue executes all DialogueActions"""
        dialogue_processor = self.dialogue_processor
        dialogue_processor.continueDialogue()
        self.assertTrue(self.dialogue_action.was_called)
        expected_tuple = ((self.game_state,), {})
        self.assertTupleEqual(expected_tuple,
                              self.dialogue_action.call_arguments)
    
    def testReturnsValidResponses(self):
        """continueDialogue returns list of valid DialogueResponses"""
        dialogue_processor = self.dialogue_processor
        valid_responses = \
            dialogue_processor.dialogue_section_stack[0].responses
        valid_responses.pop(2)
        # Sanity check, all "valid" responses should have a condition that
        # evaluates to True.
        for response in valid_responses:
            if (response.condition is not None):
                result = eval(response.condition, self.game_state, {})
                self.assertTrue(result)
        responses = dialogue_processor.continueDialogue()
        self.assertItemsEqual(responses, valid_responses)
class TestGetCurrentDialogueSection(TestDialogueProcessor):
    """Tests of the L{DialogueProcessor.getCurrentDialogueSection} method."""
    def setUp(self):
        TestDialogueProcessor.setUp(self)
        self.dialogue_processor = DialogueProcessor(self.dialogue,
                                                    self.game_state)
        self.dialogue_processor.initiateDialogue()
    
    def testReturnsCorrectDialogueSection(self):
        """getCurrentDialogueSection returns section at top of stack"""
        dialogue_processor = self.dialogue_processor
        expected_dialogue_section = self.dialogue.default_greeting
        actual_dialogue_section = \
            dialogue_processor.getCurrentDialogueSection()
        self.assertEqual(expected_dialogue_section, actual_dialogue_section)
class TestGetRootDialogueSection(TestDialogueProcessor):
    """Tests of the L{DialogueProcessor.getDialogueGreeting} method."""
    def setUp(self):
        TestDialogueProcessor.setUp(self)
        self.dialogue_processor = DialogueProcessor(
            self.dialogue,
            {'use_alternative_root': True}
        )
        self.dialogue_processor.initiateDialogue()
    
    def testReturnsCorrectDialogueSection(self):
        """getDialogueGreeting returns first section with true condition"""
        dialogue_processor = self.dialogue_processor
        dialogue = self.dialogue
        root_dialogue_section = dialogue_processor.getDialogueGreeting()
        expected_dialogue_section = dialogue.greetings[0]
        self.assertEqual(root_dialogue_section, expected_dialogue_section)
class TestGetValidResponses(TestDialogueProcessor):
    """Tests of the L{DialogueProcessor.getValidResponses} method."""
    def setUp(self):
        TestDialogueProcessor.setUp(self)
        self.dialogue_processor = DialogueProcessor(self.dialogue,
                                                    self.game_state)
        self.dialogue_processor.initiateDialogue()
    
    def testReturnsValidResponses(self):
        """getValidResponses returns list of valid DialogueResponses"""
        dialogue_processor = self.dialogue_processor
        valid_responses = \
            dialogue_processor.dialogue_section_stack[0].responses
        valid_responses.pop(2)
        # Sanity check, all "valid" responses should have a condition that
        # evaluates to True.
        for response in valid_responses:
            if (response.condition is not None):
                result = eval(response.condition, {}, {})
                self.assertTrue(result)
        responses = dialogue_processor.continueDialogue()
        self.assertItemsEqual(responses, valid_responses)
class TestRunDialogueActions(TestDialogueProcessor):
    """Tests of the L{DialogueProcessor.runDialogueActions} method."""
    def setUp(self):
        TestDialogueProcessor.setUp(self)
        self.dialogue_processor = DialogueProcessor(self.dialogue,
                                                    self.game_state)
        self.dialogue_processor.initiateDialogue()
        self.dialogue_section = DialogueSection(
            id_='some_section',
            text='Test dialogue section.',
            actions=[
                MockDialogueAction('foo'),
            ],
        )
        self.dialogue_response = DialogueResponse(
            text='A response.',
            actions=[
                MockDialogueAction('foo'),
            ],
            next_section_id='end',
        )
    
    def testExecutesDialogueActions(self):
        """runDialogueActions correctly executes DialogueActions"""
        dialogue_processor = self.dialogue_processor
        # Case: DialogueSection
        dialogue_processor.runDialogueActions(self.dialogue_section)
        dialogue_section_action = self.dialogue_section.actions[0]
        self.assertTrue(dialogue_section_action.was_called)
        expected_call_args = ((self.game_state,), {})
        self.assertTupleEqual(expected_call_args,
                              dialogue_section_action.call_arguments)
        # Case: DialogueResponse
        dialogue_processor.runDialogueActions(self.dialogue_response)
        dialogue_response_action = self.dialogue_response.actions[0]
        self.assertTrue(dialogue_response_action.was_called)
        self.assertTupleEqual(expected_call_args,
                              dialogue_response_action.call_arguments)
def processDialogue(dialogue, game_state):
    """
    Process a L{Dialogue} until the user selects a response that ends it.
    
    @param dialogue: dialogue data to process.
    @type dialogue: L{Dialogue}
    @param game_state: objects that should be made available for response
        conditional testing.
    @type game_state: dict of objects
    """
    npc_name = dialogue.npc_name
    dialogue_processor = DialogueProcessor(dialogue, game_state)
    dialogue_processor.initiateDialogue()
    while dialogue_processor.in_dialogue:
        responses = dialogue_processor.continueDialogue()
        current_dialogue_section = \
            dialogue_processor.getCurrentDialogueSection()
        dialogue_text = current_dialogue_section.text
        # Indent dialogue text after the first line.
        dialogue_text = dialogue_text.replace('\n', '\n    ')
        print('\n{0}: {1}'.format(npc_name, dialogue_text))
        chosen_reply = chooseReply(responses)
        dialogue_processor.reply(chosen_reply)
class DialogueGUI(object):
    """Window that handles the dialogues."""
    _logger = logging.getLogger('dialoguegui.DialogueGUI')
    
    def __init__(self, controller, npc, quest_engine, player_character):
        self.active = False
        self.controller = controller
        self.dialogue_gui = pychan.loadXML("gui/dialogue.xml")
        self.npc = npc
        # TODO Technomage 2010-11-10: the QuestEngine should probably be
        #     a singleton-like object, which would avoid all of this instance
        #     handling.
        self.quest_engine = quest_engine
        self.player_character = player_character
    
    def initiateDialogue(self):
        """Callback for starting a quest"""
        self.active = True
        stats_label = self.dialogue_gui.findChild(name='stats_label')
        stats_label.text = u'Name: John Doe\nAn unnamed one'
        events = {
            'end_button': self.handleEnd
        }
        self.dialogue_gui.mapEvents(events)
        self.dialogue_gui.show()
        self.setNpcName(self.npc.name)
        self.setAvatarImage(self.npc.dialogue.avatar_path)
        
        game_state = {'npc': self.npc, 'pc': self.player_character,
                      'quest': self.quest_engine}
        try:
            self.dialogue_processor = DialogueProcessor(self.npc.dialogue,
                                                        game_state)
            self.dialogue_processor.initiateDialogue()
        except (TypeError) as error:
            self._logger.error(str(error))
        else:
            self.continueDialogue()
    
    def setDialogueText(self, text):
        """Set the displayed dialogue text.
           @param text: text to display."""
        text = unicode(text)
        speech = self.dialogue_gui.findChild(name='speech')
        # to append text to npc speech box, uncomment the following line
        #speech.text = speech.text + "\n-----\n" + unicode(say)
        speech.text = text
        self._logger.debug('set dialogue text to "{0}"'.format(text))
    
    def continueDialogue(self):
        """Display the dialogue text and responses for the current
           L{DialogueSection}."""
        dialogue_processor = self.dialogue_processor
        dialogue_text = dialogue_processor.getCurrentDialogueSection().text
        self.setDialogueText(dialogue_text)
        self.responses = dialogue_processor.continueDialogue()
        self.setResponses(self.responses)
    
    def handleEntered(self, *args):
        """Callback for when user hovers over response label."""
        pass
    
    def handleExited(self, *args):
        """Callback for when user hovers out of response label."""
        pass
    
    def handleClicked(self, *args):
        """Handle a response being clicked."""
        response_n = int(args[0].name.replace('response', ''))
        response = self.responses[response_n]
        dialogue_processor = self.dialogue_processor
        dialogue_processor.reply(response)
        if (not dialogue_processor.in_dialogue):
            self.handleEnd()
        else:
            self.continueDialogue()
    
    def handleEnd(self):
        """Handle the end of the conversation being reached, either from the
           GUI or from within the conversation itself."""
        self.dialogue_gui.hide()
        self.responses = []
        self.npc.behaviour.state = 1
        self.npc.behaviour.idle()
        self.active = False
    
    def setNpcName(self, name):
        """Set the NPC name to display on the dialogue GUI.
           @param name: name of the NPC to set
           @type name: basestring"""
        name = unicode(name)
        stats_label = self.dialogue_gui.findChild(name='stats_label')
        try:
            (first_name, desc) = name.split(" ", 1)
            stats_label.text = u'Name: ' + first_name + "\n" + desc
        except ValueError:
            stats_label.text = u'Name: ' + name
        
        self.dialogue_gui.title = name
        self._logger.debug('set NPC name to "{0}"'.format(name))
    
    def setAvatarImage(self, image_path):
        """Set the NPC avatar image to display on the dialogue GUI
           @param image_path: filepath to the avatar image
           @type image_path: basestring"""
        avatar_image = self.dialogue_gui.findChild(name='npc_avatar')
        avatar_image.image = image_path
    
    def setResponses(self, dialogue_responses):
        """Creates the list of clickable response labels and sets their
           respective on-click callbacks.
           @param responses: list of L{DialogueResponses} from the
               L{DialogueProcessor}
           @type responses: list of L{DialogueResponses}"""
        choices_list = self.dialogue_gui.findChild(name='choices_list')
        choices_list.removeAllChildren()
        for index, response in enumerate(dialogue_responses):
            button = widgets.Label(
                name="response{0}".format(index),
                text=unicode(response.text),
                hexpand="1",
                min_size=(100,16),
                max_size=(490,48),
                position_technique='center:center'
            )
            button.margins = (5, 5)
            button.background_color = fife.Color(0, 0, 0)
            button.color = fife.Color(0, 255, 0)
            button.border_size = 0
            button.wrap_text = 1
            button.capture(lambda button=button: self.handleEntered(button),
                           event_name='mouseEntered')
            button.capture(lambda button=button: self.handleExited(button),
                           event_name='mouseExited')
            button.capture(lambda button=button: self.handleClicked(button),
                           event_name='mouseClicked')
            choices_list.addChild(button)
            self.dialogue_gui.adaptLayout(True)
            self._logger.debug(
                'added {0} to response choice list'.format(response)
            )