Ticket #121 (closed enhancement: fixed)

Opened 10 years ago

Last modified 10 years ago

Dialogue Engine & Quest Engine

Reported by: zenbitz Owned by: parpg
Priority: major Milestone: Techdemo 1
Component: scripts Version: trunk
Keywords: dialogue dialog quests Cc:
Blocked By: Blocking:


The Dialogue engine needs a few tweaks to make it possibly to add the tech demo quests. A GUI suggestion will be added in a separate ticket.

1) The "start" screen needs to have a python precondition. We can work around this with a generic opening statement, but this is suboptimal.

2) No mechanism is provided (that I can understand) to "set" gamestate values. I suppose it might be possible to craft the "post" conditionals in such a way to call cleverly constructed callbacks, but this is not transparent. For example, npc's need to:

a) give the PC things (inventory managment) b) take things from the PC c) set quest states and substates

3) And this is probably outside the scope of this ticket - we need to define a fuller Quest/PC/gamestate API so that the conditionals in the dialogues can be written easily.


fguard.yaml (9.3 KB) - added by zenbitz 10 years ago.
sample dialogue file
zenbitz_dialoge.patch (15.6 KB) - added by zenbitz 10 years ago.
Patch for dialogue demo

Change History

Changed 10 years ago by zenbitz

sample dialogue file

Changed 10 years ago by zenbitz

Patch for dialogue demo

comment:1 Changed 10 years ago by zenbitz


I hacked up the script so that I could test my fguard.yaml file. There were lots of bugs! I had to add several callbacks and functions to the dummy objects in the demo script. I also modified it so that it will use a .yaml file as the first command line argument instead of hard-coded dialogues/sample.yaml (still the default).

To get this to work, I also had to "register" some callbacks in scripts/

Finally, I changed a few #! lines to use /usr/bin/env instead of /usr/bin/python, which I feel is slightly more agnostic to 'nix version.

The patch includes a new, much improved syntactically, version of fguard.yaml.

comment:2 Changed 10 years ago by zenbitz

  • Type changed from task to enhancement
  • Summary changed from Dialogue Engine to Dialogue Engine & Quest Engine

Since this bug is still open, I noticed that I can no longer access quest variables in the quest engine when the quest is finished.

This is logical, but it turns out that I need to store the quality of the beer even after the quest is "Finished". Well, need is probably a strong word, but some dialog I have written depends on it.

For example, this snippet from new farmer.yaml:

              - "Hey, that wheat you gave me really made the brew work."
              - gratitude
              - quest.hasFinishedQuest('beer') and quest['beer'].getValue('beer_quality') >= 3

The conditional here is always false. I could remove the bit about the quest being finished, but then this dialog option would drop after the quest is "FINISHED" (i.e beer goes back to Bart).

comment:3 Changed 10 years ago by zenbitz

closing this ticket... only remaining item has been attached to 229

comment:4 Changed 10 years ago by zenbitz

  • Status changed from new to closed
  • Resolution set to fixed

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