def _register_dialog(): dialog_options = [ buy_consumable_option(ConsumableType.HEALTH, 5), buy_consumable_option(ConsumableType.MANA, 5), buy_consumable_option(ConsumableType.SPEED, 5), buy_consumable_option(ConsumableType.POWER, 10), DialogOptionData("\"Good bye\"", "cancel", None) ] text_low_level = "Huh?! Well, aren't you the brave one, making it all the way out here! I would think " \ "twice before heading down that way! Well since you are here, see if any of these " \ "potions are of interest." text_high_level = "You are on the doorsteps of the Red Baron's domain! Please be careful. " \ "Here, see if any of these potions can be of use." dialog_low_level = DialogData(PORTRAIT_ICON_SPRITE, text_low_level, dialog_options) dialog_high_level = DialogData(PORTRAIT_ICON_SPRITE, text_high_level, dialog_options) def get_dialog_data(game_state: GameState) -> DialogData: if game_state.player_state.level < 5: return dialog_low_level else: return dialog_high_level register_conditional_npc_dialog_data(NPC_TYPE, get_dialog_data)
def _register_dialog(): bye_option = DialogOptionData("\"Good bye\"", "cancel", None) name = "Tink" low_level_dialog = DialogData( name=name, portrait_icon_sprite=UI_ICON_SPRITE, text_body= "These aren't any regular old statues! They are magical gateways to distant places! " "I'm extracting their powers into something more ... mobile! " "Just give me a while, and come back later!", options=[bye_option]) high_level_dialog = DialogData( name=name, portrait_icon_sprite=UI_ICON_SPRITE, text_body="Hah! I managed to infuse the statues' teleporting powers into these stones. " \ "You can carry them with you and use them any time you want to return to this place! " "Isn't that neat?", options=[buy_consumable_option(ConsumableType.WARP_STONE, 2), bye_option]) def get_dialog_data(game_state: GameState) -> DialogData: if game_state.player_state.level < 2: return low_level_dialog else: return high_level_dialog register_conditional_npc_dialog_data(NPC_TYPE, get_dialog_data)
def _register_dialog(): dialog_text_body = "Ah.. You're new here, aren't you? Interested in my stock of potions? They come at a price of course..." consumables_1 = [ buy_consumable_option(ConsumableType.BREW, 2), buy_consumable_option(ConsumableType.HEALTH_LESSER, 3), buy_consumable_option(ConsumableType.MANA_LESSER, 3) ] consumables_2 = [ buy_consumable_option(ConsumableType.SPEED, 4), buy_consumable_option(ConsumableType.POWER, 10) ] bye_option = DialogOptionData("\"Good bye\"", "cancel", None) name = "Zak" dialog_low_level = DialogData(name, PORTRAIT_ICON_SPRITE, dialog_text_body, consumables_1 + [bye_option]) dialog_high_level = DialogData( name, PORTRAIT_ICON_SPRITE, dialog_text_body, consumables_1 + consumables_2 + [bye_option]) def get_dialog_data(game_state: GameState) -> DialogData: if game_state.player_state.level < 3: return dialog_low_level else: return dialog_high_level register_conditional_npc_dialog_data(NPC_TYPE, get_dialog_data)
def register_quest_giver_dialog( npc_name: str, npc_type: NpcType, icon_sprite: PortraitIconSprite, icon_sprite_file_path: str, quest: Quest, quest_min_level: int, quest_intro: str, boss_npc_type: NpcType, quest_item_type: ItemType, custom_options: List[DialogOptionData], dialog_before_quest: str, dialog_give_quest: str, dialog_during_quest: str, dialog_after_completed: str, reward_item_id: Callable[[GameState], Optional[ItemId]]): bye_option = DialogOptionData("\"Good bye\"", "cancel", None) register_quest(quest.quest_id, quest) give_quest = give_quest_option(quest, quest_intro, boss_npc_type, quest_item_type) complete_quest = complete_quest_option(quest, boss_npc_type, quest_item_type, reward_item_id) dialog_data_before_quest = DialogData( npc_name, icon_sprite, dialog_before_quest, custom_options + [bye_option]) dialog_data_give_quest = DialogData( npc_name, icon_sprite, dialog_give_quest, custom_options + [give_quest, bye_option]) dialog_data_during_quest = DialogData( npc_name, icon_sprite, dialog_during_quest, custom_options + [complete_quest, bye_option]) dialog_data_after_completed = DialogData( npc_name, icon_sprite, dialog_after_completed, custom_options + [bye_option]) def get_dialog_data(game_state: GameState) -> DialogData: if game_state.player_state.has_completed_quest(quest.quest_id): return dialog_data_after_completed elif game_state.player_state.has_quest(quest.quest_id): return dialog_data_during_quest elif game_state.player_state.level >= quest_min_level: return dialog_data_give_quest else: return dialog_data_before_quest register_conditional_npc_dialog_data(npc_type, get_dialog_data) register_portrait_icon_sprite_path(icon_sprite, icon_sprite_file_path)
def _register_dialog(): option_blessing = DialogOptionData("Receive blessing", "gain full health", HealAction()) option_advice = DialogOptionData("Ask for advice", "see random hint", HintAction()) option_accept_quest = DialogOptionData( "QUEST: \"The red baron\"", "accept quest", AcceptQuest(), UiIconSprite.ITEM_KEY, "Key", "The red baron... Yes, he has caused us much trouble. He stole from me a key that may" " lead us out of here. You must bring it back to me!") option_complete_quest = DialogOptionData("QUEST: \"The red baron\"", "give", CompleteQuest(), UiIconSprite.ITEM_KEY, "Key", "...") option_bye = DialogOptionData("\"Good bye\"", "cancel", None) name = "Nomad" dialog_text = "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!" dialog_before_quest = DialogData( name, PORTRAIT_ICON_SPRITE, dialog_text, [option_blessing, option_advice, option_bye]) dialog_can_give_quest = DialogData( name, PORTRAIT_ICON_SPRITE, dialog_text, [option_blessing, option_advice, option_accept_quest, option_bye]) dialog_during_quest = DialogData( name, PORTRAIT_ICON_SPRITE, dialog_text, [option_blessing, option_advice, option_complete_quest, option_bye]) dialog_after_quest = DialogData( name, PORTRAIT_ICON_SPRITE, "Oh you're back...", [option_blessing, option_advice, option_bye]) def get_dialog_data(game_state: GameState) -> DialogData: if game_state.player_state.has_completed_quest(QUEST_ID): return dialog_after_quest elif game_state.player_state.has_quest(QUEST_ID): return dialog_during_quest elif _is_player_eligible_for_quest(game_state): return dialog_can_give_quest else: return dialog_before_quest register_conditional_npc_dialog_data(NPC_TYPE, get_dialog_data)