NPC ~ NPC Dialogue Provocation Design Document - uchicago-cs/chiventure GitHub Wiki
Overview
New Structs
typedef enum {
POSITIVE,
NEGATIVE,
NEUTRAL;
} tone_t;
Note: we added tone_t
to the node
struct so that NPC dialogue options can be coded by tone as well, facilitating the 2nd case of the two listed below (NPC provokes player).
HOSTILE
nodes will always have the START_BATTLE
action within their actions
struct.
typedef struct node {
tone_t tone;
char *node_id;
char *npc_dialogue;
int num_edges;
int num_available_edges;
edge_list_t *edges;
node_action_t *actions;
} node_t;
typedef struct edge {
tone_t tone;
char *quip;
node_t *from, *to;
condition_t *conditions;
} edge_t;
typedef struct npc {
/* hh is used for hashtable, as provided in uthash.h */
/* Second hash handle is for storing npcs in specific rooms */
UT_hash_handle hh, hh_room;
/* NPC identifier */
char *npc_id;
/* short description of the NPC, <51 chars */
char *short_desc;
/* long description of the NPC, <301 chars */
char *long_desc;
/* pointer to an existing convo struct */
convo_t *dialogue;
/* pointer to inventory hashtable */
item_hash_t *inventory;
/* pointer to an existing class struct */
class_t *class;
/* pointer to an existing npc_move struct */
npc_mov_t *movement;
/* enum indicating hostility level of the npc */
hostility_t hostility_level;
/* either NULL or a pointer to an existing npc_battle struct */
npc_battle_t *npc_battle;
} npc_t;
New Functions
void convert_hostility(npc_t *npc, node_action_t *actions)
{
assert(npc != NULL);
assert(actions != NULL);
if (actions->action == START_BATTLE &&
npc->hostility_level == CONDITIONAL_FRIENDLY) {
npc->hostility_level = HOSTILE;
}
return;
}
Player Provoking CONDITIONAL_FRIENDLY NPC
In this case, a FRIENDLY
NPC is provoked through NEGATIVE
-tone player dialogue and turned HOSTILE
. A HOSTILE
NPC will immediately initiate a battle.
When the player selects a NEGATIVE
dialogue option (represented through the edge
struct), convert_hostility
will be called, which will update the NPC's hostility_level
to HOSTILE
. The convo_t
will progress to the corresponding NPC node,
now coded with a HOSTILE
tone. convert_hostility
will take the associated node_action_t actions
from that node
and check to ensure that START_BATTLE
is present.
Then a battle will be initiated with (start battle function).
HOSTILE NPC Provoking Player
In this case, the NPC will say a NEGATIVE
-tone dialogue, which will trigger the player to automatically join a battle.
This is left as a future task as we are currently focused more on implementing a player's provocation of a CONDITIONAL_FRIENDLY NPC.