Ejemplo n.º 1
0
        // Creates a career-based NPC like a Shopkeeper or Banker
        void SetupCareerAllianceNPC(string careerAllianceName)
        {
            // Special handling for Questor class
            // Will revisit this later when guilds are more integrated
            if (careerAllianceName.Equals("Questor", StringComparison.InvariantCultureIgnoreCase))
            {
                if (SetupQuestorNPC())
                {
                    return;
                }
            }

            // Handle Local_3.x group NPCs (limited)
            // These appear to be a special case of assigning a residential person who is automatically instantiated to home Place
            // Creating a full target Place for this person automatically and storing in Quest
            // NOTE: Understanding is still being developed here, likely will need to rework this later
            if (QuestMachine.Instance.FactionsTable.HasValue(careerAllianceName))
            {
                // Get params for this case
                int p1 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p1", careerAllianceName));
                int p2 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p2", careerAllianceName));
                //int p3 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p3", careerAllianceName));

                // Only supporting specific cases for now - can expand later based on testing and iteration of support
                // This will support Local_3.0 - Local_3.3
                // Referencing quest Sx009 here where player must locate and click an NPC with only a home location to go by
                if (p1 == 0 && p2 == -3)
                {
                    // Just using "house2" here as actual meaning of p3 unknown
                    string homeSymbol = string.Format("_{0}_home_", Symbol.Name);
                    string source     = string.Format("Place {0} remote house2", homeSymbol);
                    Place  home       = new Place(ParentQuest, source);
                    homePlaceSymbol = home.Symbol.Clone();
                    ParentQuest.AddResource(home);
                }
            }

            // Get faction data
            int factionID = GetCareerFactionID(careerAllianceName);

            if (factionID != -1)
            {
                FactionFile.FactionData factionData = GetFactionData(factionID);

                // Setup Person resource
                this.factionData = factionData;
            }
            else
            {
                Debug.LogErrorFormat("SetupCareerAllianceNPC() failed to setup {0}", careerAllianceName);
            }
        }
Ejemplo n.º 2
0
        void AssignHomeTown(string scopeString)
        {
            const string houseString = "house";

            Place  homePlace;
            string symbolName = string.Format("_{0}_home_", Symbol.Name);

            // If this is a Questor or individual NPC then use current location of player using a special helper
            if (isQuestor || (IsIndividualNPC && isIndividualAtHome))
            {
                homePlace = new Place(ParentQuest);
                if (GameManager.Instance.PlayerGPS.HasCurrentLocation)
                {
                    if (!homePlace.ConfigureFromPlayerLocation(symbolName))
                    {
                        throw new Exception("AssignHomeTown() could not configure questor/individual home from current player location.");
                    }

                    homePlaceSymbol = homePlace.Symbol;
                    ParentQuest.AddResource(homePlace);
                    LogHomePlace(homePlace);
                    return;
                }
            }

            // If this is an individual NPC who is not at home, don't place for now
            // as this has to be done by the "place _person_ at" command
            if (IsIndividualNPC)
            {
                return;
            }

            // For other NPCs use the given scope if any
            if (string.IsNullOrEmpty(scopeString))
            {
                // Else generate it at random only if there are local buildings
                if (GameManager.Instance.PlayerGPS.HasCurrentLocation &&
                    GameManager.Instance.PlayerGPS.CurrentLocation.Exterior.BuildingCount > 0)
                {
                    scopeString = UnityEngine.Random.Range(0.0f, 1.0f) < 0.5f ? "local" : "remote";
                }
                else
                {
                    scopeString = "remote";
                }
            }

            // Adjust building type based on faction hints
            string buildingTypeString = houseString;
            int    p1 = 0, p2 = 0, p3 = 0;

            if (!string.IsNullOrEmpty(factionTableKey))
            {
                // Get faction parameters
                p1 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p1", factionTableKey));
                p2 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p2", factionTableKey));
                p3 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p3", factionTableKey));
                if (p1 == 0 && p2 >= 0 && p2 <= 20 && p3 == 0)
                {
                    // Set to a specific building type
                    buildingTypeString = QuestMachine.Instance.PlacesTable.GetKeyForValue("p2", p2.ToString());
                }
            }

            // Create the home location - this will try to match NPC group (e.g. a Noble will select a Palace)
            try
            {
                // Try preferred location type
                string source = string.Format("Place {0} {1} {2}", symbolName, scopeString, buildingTypeString);
                homePlace = new Place(ParentQuest, source);
            }
            catch
            {
                // Otherwise try to use a generic house
                // If this doesn't work for some reason then next exception will prevent quest from starting
                string source = string.Format("Place {0} {1} {2}", symbolName, scopeString, houseString);
                homePlace = new Place(ParentQuest, source);
            }

            // Complete assigning home place
            homePlaceSymbol = homePlace.Symbol.Clone();
            ParentQuest.AddResource(homePlace);
            LogHomePlace(homePlace);
        }
Ejemplo n.º 3
0
        void AssignHomeTown()
        {
            const string houseString = "house";

            Place  homePlace;
            string symbolName = string.Format("_{0}_home_", Symbol.Name);

            // If this is a Questor or individual NPC then use current location of player using a special helper
            if (isQuestor || (IsIndividualNPC && isIndividualAtHome))
            {
                homePlace = new Place(ParentQuest);
                if (GameManager.Instance.PlayerGPS.HasCurrentLocation)
                {
                    if (!homePlace.ConfigureFromPlayerLocation(symbolName))
                    {
                        throw new Exception("AssignHomeTown() could not configure questor/individual home from current player location.");
                    }

                    homePlaceSymbol = homePlace.Symbol;
                    ParentQuest.AddResource(homePlace);
                    LogHomePlace(homePlace);
                    return;
                }
            }

            // For other NPCs use default scope and building type
            Place.Scopes scope = Place.Scopes.Remote;
            string       buildingTypeString = houseString;

            // Adjust scope and building type based on faction hints
            int p1 = 0, p2 = 0, p3 = 0;

            if (!string.IsNullOrEmpty(factionTableKey))
            {
                // Get faction parameters
                p1 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p1", factionTableKey));
                p2 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p2", factionTableKey));
                p3 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p3", factionTableKey));

                // Set based on parameters
                if (p1 == 0 && p2 < -2 && p2 != -6)
                {
                    // From usage in the quests it appears -3 and lower are local.
                    // Referencing quest Sx009 where player must locate and click an NPC with only a home location to go by
                    // and K0C00Y04 where two Group_7 npcs are local.
                    // Interkarma Note: -6 is used by Thieves Guild introduction quest O0A0AL00 and should be a remote NPC. Treating -6 as remote.
                    scope = Place.Scopes.Local;
                }
                else if (p1 == 0 && p2 >= 0 && p2 <= 20 && p3 == 0)
                {
                    // Set to a specific building type
                    buildingTypeString = QuestMachine.Instance.PlacesTable.GetKeyForValue("p2", p2.ToString());
                }
            }

            // Get scope string - must be "local" or "remote"
            string scopeString = string.Empty;

            if (scope == Place.Scopes.Local)
            {
                scopeString = "local";
            }
            else if (scope == Place.Scopes.Remote)
            {
                scopeString = "remote";
            }
            else
            {
                throw new Exception("AssignHomeTown() scope must be either 'local' or 'remote'.");
            }

            // Create the home location - this will try to match NPC group (e.g. a Noble will select a Palace)
            try
            {
                // Try preferred location type
                string source = string.Format("Place {0} {1} {2}", symbolName, scopeString, buildingTypeString);
                homePlace = new Place(ParentQuest, source);
            }
            catch
            {
                // Otherwise try to use a generic house
                // If this doesn't work for some reason then next exception will prevent quest from starting
                string source = string.Format("Place {0} {1} {2}", symbolName, scopeString, houseString);
                homePlace = new Place(ParentQuest, source);
            }

            // Complete assigning home place
            homePlaceSymbol = homePlace.Symbol.Clone();
            ParentQuest.AddResource(homePlace);
            LogHomePlace(homePlace);
        }
        void AssignHomeTown()
        {
            Place  homePlace;
            string symbolName = string.Format("_{0}_home_", Symbol.Name);

            // If this is a Questor or individual NPC then use current location of player using a special helper
            if (isQuestor || (IsIndividualNPC && isIndividualAtHome))
            {
                homePlace = new Place(ParentQuest);
                if (GameManager.Instance.PlayerGPS.HasCurrentLocation)
                {
                    if (!homePlace.ConfigureFromPlayerLocation(symbolName))
                    {
                        throw new Exception("AssignHomeTown() could not configure questor/individual home from current player location.");
                    }

                    homePlaceSymbol = homePlace.Symbol;
                    ParentQuest.AddResource(homePlace);
                    LogHomePlace(homePlace);
                    return;
                }
            }

            // For other NPCs use default scope and building type
            Place.Scopes scope = Place.Scopes.Remote;
            string       buildingTypeString = "house2";

            // Adjust scope and building type based on faction hints
            int p1 = 0, p2 = 0, p3 = 0;

            if (!string.IsNullOrEmpty(factionTableKey))
            {
                // Get faction parameters
                p1 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p1", factionTableKey));
                p2 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p2", factionTableKey));
                p3 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p3", factionTableKey));

                // Set based on parameters
                if (p1 == 0 && p2 == -3 || p1 == 0 && p2 == -4)
                {
                    // For local types set to local place
                    // This will support Local_3.0 - Local_4.10k
                    // Referencing quest Sx009 where player must locate and click an NPC with only a home location to go by
                    scope = Place.Scopes.Local;
                }
                else if (p1 == 0 && p2 >= 0 && p2 <= 20 && p3 == 0)
                {
                    // Set to a specific building type
                    buildingTypeString = QuestMachine.Instance.PlacesTable.GetKeyForValue("p2", p2.ToString());
                }
            }

            // Get scope string - must be "local" or "remote"
            string scopeString = string.Empty;

            if (scope == Place.Scopes.Local)
            {
                scopeString = "local";
            }
            else if (scope == Place.Scopes.Remote)
            {
                scopeString = "remote";
            }
            else
            {
                throw new Exception("AssignHomeTown() scope must be either 'local' or 'remote'.");
            }

            // Create the home location
            string source = string.Format("Place {0} {1} {2}", symbolName, scopeString, buildingTypeString);

            homePlace       = new Place(ParentQuest, source);
            homePlaceSymbol = homePlace.Symbol.Clone();
            ParentQuest.AddResource(homePlace);
            LogHomePlace(homePlace);


            //
            // NOTE: Keeping the below for reference only at this time
            //

            //const string blank = "BLANK";

            //// If this is a Questor or individual NPC then use current location name
            //// Person is being instantiated where player currently is
            //if (isQuestor || (IsIndividualNPC && isIndividualAtHome))
            //{
            //    if (GameManager.Instance.PlayerGPS.HasCurrentLocation)
            //    {
            //        homeTownName = GameManager.Instance.PlayerGPS.CurrentLocation.Name;
            //        homeRegionName = GameManager.Instance.PlayerGPS.CurrentLocation.RegionName;
            //        homeBuildingName = blank;
            //        return;
            //    }
            //}

            //// Handle specific home Place assigned at create time
            //if (homePlaceSymbol != null)
            //{
            //    Place home = ParentQuest.GetPlace(homePlaceSymbol);
            //    if (home != null)
            //    {
            //        homeTownName = home.SiteDetails.locationName;
            //        homeRegionName = home.SiteDetails.regionName;
            //        homeBuildingName = home.SiteDetails.buildingName;
            //    }
            //}
            //else
            //{
            //    // Find a random location name from town types for flavour text
            //    // This might take a few attempts but will very quickly find a random town name
            //    int index;
            //    bool found = false;
            //    int regionIndex = GameManager.Instance.PlayerGPS.CurrentRegionIndex;
            //    DFRegion regionData = DaggerfallUnity.Instance.ContentReader.MapFileReader.GetRegion(regionIndex);
            //    while (!found)
            //    {
            //        index = UnityEngine.Random.Range(0, regionData.MapTable.Length);
            //        DFRegion.LocationTypes locationType = regionData.MapTable[index].LocationType;
            //        if (locationType == DFRegion.LocationTypes.TownCity ||
            //            locationType == DFRegion.LocationTypes.TownHamlet ||
            //            locationType == DFRegion.LocationTypes.TownVillage)
            //        {
            //            homeTownName = regionData.MapNames[index];
            //            homeRegionName = regionData.Name;
            //            homeBuildingName = blank;
            //            found = true;
            //        }
            //    }
            //}

            //// Handle Local_3.x group NPCs (limited)
            //// These appear to be a special case of assigning a residential person who is automatically instantiated to home Place
            //// Creating a full target Place for this person automatically and storing in Quest
            //// NOTE: Understanding is still being developed here, likely will need to rework this later
            //if (QuestMachine.Instance.FactionsTable.HasValue(careerAllianceName))
            //{
            //    // Get params for this case
            //    int p1 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p1", careerAllianceName));
            //    int p2 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p2", careerAllianceName));
            //    //int p3 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p3", careerAllianceName));

            //    // Only supporting specific cases for now - can expand later based on testing and iteration of support
            //    // This will support Local_3.0 - Local_3.3
            //    // Referencing quest Sx009 here where player must locate and click an NPC with only a home location to go by
            //    if (p1 == 0 && p2 == -3)
            //    {
            //        // Just using "house2" here as actual meaning of p3 unknown
            //        string homeSymbol = string.Format("_{0}_home_", Symbol.Name);
            //        string source = string.Format("Place {0} remote house2", homeSymbol);
            //        Place home = new Place(ParentQuest, source);
            //        homePlaceSymbol = home.Symbol.Clone();
            //        ParentQuest.AddResource(home);
            //    }
            //    else if (p1 == 0 && p2 >= 0)
            //    {
            //        // Handle standard building types
            //        string buildingSymbol = string.Format("_{0}_building_", Symbol.Name);
            //        string buildingType = QuestMachine.Instance.PlacesTable.GetKeyForValue("p2", p2.ToString());
            //        string source = string.Format("Place {0} remote {1}", buildingSymbol, buildingType);
            //        Place building = new Place(ParentQuest, source);
            //        homePlaceSymbol = building.Symbol.Clone();
            //        ParentQuest.AddResource(building);
            //    }
            //}
        }