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dialogue.js
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dialogue.js
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//
// The dialogue tree/conversation engine
//
//
// Data model
//
// id text [responses] -> next
//
// dialogue {
// id: // the dialogue id
// text: // the text to display
// next: // the next dialogue (optional)
// responses:[] // the ids of the options for responding (optional)
// }
//
// Simple example:
// 1 Hi! Welcome to Ossland! Is this your first visit? [2,3]
// 2 Yes, I just arrived. -> 4
// 3 No, I've been here before. -> 5
// 4 Awesome, have fun.
// 5 Welcome back.
//
var Dialogue = (typeof exports !== 'undefined') ? exports : {};
//
// The state of a dialogue; this is a matrix of players and actors,
// so for each player an actor has a different dialogue state
//
Dialogue.dialogue_states = {};
//
// A map of dialogue objects for each actor
//
Dialogue.dialogues = {};
/*
* Get the dialogue state for an actor and player combination
*/
Dialogue.__getState = function(actor, player){
var actor_state = Dialogue.dialogue_states[actor];
if (!Dialogue.dialogue_states[actor]) Dialogue.dialogue_states[actor] = {};
var player_state = Dialogue.dialogue_states[actor][player];
if (!player_state) player_state = 0;
return player_state;
}
/*
* Set the dialogue state for an actor and player combination
*/
Dialogue.__setState = function(actor, player, state){
Dialogue.dialogue_states[actor][player] = state;
}
/*
* Get the specified dialogue for this actor
*/
Dialogue.__getDialogue = function(actor, id){
if (!Dialogue.dialogues[actor]) Dialogue.dialogues[actor] = {};
return Dialogue.dialogues[actor][id];
}
/*
* Set the dialogue for an actor
*/
Dialogue.__setDialogue = function(actor, dialogue){
if (!Dialogue.dialogues[actor]) Dialogue.dialogues[actor] = {};
Dialogue.dialogues[actor][dialogue.id] = dialogue;
}
/*
* Enact a dialogue
*
* Note that this can also result in events being fired
*
* @param actor the ID of the actor speaking
* @param player the ID of the player interacting with the actor
* @response the response id [optional]
*
* @return the dialogue to show (text) and also any responses to display
*/
Dialogue.interact = function(actor,player,response){
var state = Dialogue.__getState(actor, player);
var dialogue;
//
// If a response id is passed along, see if it matches a dialogue element
//
if (response){
var response_dialogue = Dialogue.__getDialogue(actor,response);
if (response_dialogue){
//
// If its an integer response, move the dialogue state as this is a
// response choice
//
if (parseInt(response)){
state = response_dialogue.next;
Dialogue.__setState(actor, player, state);
dialogue = Dialogue.__getDialogue(actor,state);
} else {
//
// ... otherwise this was a "what about the [item]" type of choice
// so we return the dialogue but don't modify the state
//
dialogue = response_dialogue;
}
}
//
// Process events
//
} else {
dialogue = Dialogue.__getDialogue(actor,state);
}
if (!dialogue) return null;
var text;
var responses;
//
// Process responses
//
var responses = new Array();
if (dialogue.responses){
for (r in dialogue.responses){
var response = Dialogue.__getDialogue(actor,dialogue.responses[r]);
responses.push({id:response.id, text:response.text});
}
}
var dialogue_processed = {};
dialogue_processed.text = dialogue.text;
dialogue_processed.responses = responses;
//
// Move the conversation on
//
if (dialogue.next){
Dialogue.__setState(actor, player, dialogue.next);
}
return dialogue_processed;
}
/*
* Parse a simple dialogue tree file
*/
Dialogue.parse = function(actor, text){
var lines = text.match(/^.*((\r\n|\n|\r)|$)/gm);
for (line in lines){
var dialogue_line = lines[line];
var dialogue = {};
//
// Each line starts with a number (the id) or a word (topic)
//
dialogue.id = parseInt(dialogue_line);
if (isNaN(dialogue.id)){
dialogue.id = dialogue_line.substr(0, dialogue_line.indexOf(":"));
dialogue_line = dialogue_line.substr(dialogue.id.toString().length+1);
} else {
dialogue_line = dialogue_line.substr(dialogue.id.toString().length);
}
//
// At the end is either a choice [1,2] or a next -> indicator
//
if (dialogue_line.indexOf("->") != -1){
var str = dialogue_line.split("->");
dialogue_line = str[0];
dialogue.next= parseInt(str[1]);
}
if (dialogue_line.indexOf("[") != -1){
var choices = dialogue_line.substr(dialogue_line.indexOf("["));
dialogue.responses = JSON.parse(choices);
dialogue_line = dialogue_line.split("[")[0];
}
dialogue.text = dialogue_line.trim();
Dialogue.__setDialogue(actor, dialogue);
}
}
/*
* Loads a dialogue file
* @param actor the actor to associate with the dialogue
* @file the path to the file
* @return a dialogue object
*/
Dialogue.load = function(actor, file){
console.log(file);
var fs = require('fs');
fs.readFile(file, function (err, data) {
if (err) {
throw err;
}
Dialogue.parse(actor, data.toString());
});
}