""" Evennia Talkative NPC Contribution - Griatch 2011, grungies1138, 2016 This is a static NPC object capable of holding a simple menu-driven conversation. It's just meant as an example. Create it by creating an object of typeclass contrib.talking_npc.TalkingNPC, For example using @create: @create/drop John : contrib.talking_npc.TalkingNPC Walk up to it and give the talk command to strike up a conversation. If there are many talkative npcs in the same room you will get to choose which one's talk command to call (Evennia handles this automatically). This use of EvMenu is very simplistic; See EvMenu for a lot more complex possibilities. """ from evennia import DefaultObject, CmdSet, default_cmds from evennia.utils.evmenu import EvMenu # Menu implementing the dialogue tree def menu_start_node(caller): text = "'Hello there, how can I help you?'" options = ({"desc": "Hey, do you know what this 'Evennia' thing is all about?", "goto": "info1"}, {"desc": "What's your name, little NPC?", "goto": "info2"}) return text, options def info1(caller): text = "'Oh, Evennia is where you are right now! Don't you feel the power?'" options = ({"desc": "Sure, *I* do, not sure how you do though. You are just an NPC.", "goto": "info3"}, {"desc": "Sure I do. What's yer name, NPC?", "goto": "info2"}, {"desc": "Ok, bye for now then.", "goto": "END"}) return text, options def info2(caller): text = "'My name is not really important ... I'm just an NPC after all.'" options = ({"desc": "I didn't really want to know it anyhow.", "goto": "info3"}, {"desc": "Okay then, so what's this 'Evennia' thing about?", "goto": "info1"}) return text, options def info3(caller): text = "'Well ... I'm sort of busy so, have to go. NPC business. Important stuff. You wouldn't understand.'" options = ({"desc": "Oookay ... I won't keep you. Bye.", "goto": "END"}, {"desc": "Wait, why don't you tell me your name first?", "goto": "info2"}) return text, options def END(caller): text = "'Goodbye, then.'" options = () return text, options # # The talk command (sits on the NPC) # class CmdTalk(default_cmds.MuxCommand): """ Talks to an npc Usage: talk This command is only available if a talkative non-player-character (NPC) is actually present. It will strike up a conversation with that NPC and give you options on what to talk about. """ key = "talk" locks = "cmd:all()" help_category = "General" def func(self): "Implements the command." # self.obj is the NPC this is defined on self.caller.msg("(You walk up and talk to %s.)" % self.obj.key) # Initiate the menu. Change this if you are putting this on # some other custom NPC class. EvMenu(self.caller, "evennia.contrib.talking_npc", startnode="menu_start_node") class TalkingCmdSet(CmdSet): "Stores the talk command." key = "talkingcmdset" def at_cmdset_creation(self): "populates the cmdset" self.add(CmdTalk()) class TalkingNPC(DefaultObject): """ This implements a simple Object using the talk command and using the conversation defined above. """ def at_object_creation(self): "This is called when object is first created." self.db.desc = "This is a talkative NPC." # assign the talk command to npc self.cmdset.add_default(TalkingCmdSet, permanent=True)