ok
This commit is contained in:
516
EMERGENCY_SYSTEMS_RECOVERY/DialogueSystem.js
Normal file
516
EMERGENCY_SYSTEMS_RECOVERY/DialogueSystem.js
Normal file
@@ -0,0 +1,516 @@
|
||||
/**
|
||||
* DialogueSystem.js
|
||||
* =================
|
||||
* KRVAVA ŽETEV - NPC Dialogue & Conversation System
|
||||
*
|
||||
* Features:
|
||||
* - Dynamic dialogue trees with choices
|
||||
* - Character portraits and emotions
|
||||
* - Quest integration (dialogue can trigger/complete quests)
|
||||
* - Relationship tracking (affects dialogue options)
|
||||
* - Twin Bond special dialogues (Ana's voice)
|
||||
* - Memory system (NPCs remember past conversations)
|
||||
*
|
||||
* @author NovaFarma Team
|
||||
* @date 2025-12-23
|
||||
*/
|
||||
|
||||
class DialogueSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Active dialogue state
|
||||
this.currentDialogue = null;
|
||||
this.currentSpeaker = null;
|
||||
this.currentNode = null;
|
||||
this.dialogueHistory = new Map(); // NPC ID -> conversation history
|
||||
|
||||
// UI elements
|
||||
this.dialogueBox = null;
|
||||
this.portraitSprite = null;
|
||||
this.nameText = null;
|
||||
this.dialogueText = null;
|
||||
this.choicesContainer = null;
|
||||
|
||||
// Dialogue database
|
||||
this.dialogues = new Map(); // Dialogue ID -> dialogue data
|
||||
|
||||
// Callbacks
|
||||
this.onDialogueComplete = null;
|
||||
this.onChoiceMade = null;
|
||||
|
||||
console.log('💬 DialogueSystem initialized');
|
||||
}
|
||||
|
||||
/**
|
||||
* Register a dialogue tree
|
||||
* @param {string} dialogueId - Unique identifier
|
||||
* @param {object} dialogueData - Tree structure
|
||||
*/
|
||||
registerDialogue(dialogueId, dialogueData) {
|
||||
this.dialogues.set(dialogueId, dialogueData);
|
||||
console.log(`💬 Registered dialogue: ${dialogueId}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Start a dialogue with an NPC
|
||||
* @param {string} dialogueId - Which dialogue to start
|
||||
* @param {object} speaker - NPC or character data
|
||||
* @param {function} onComplete - Callback when done
|
||||
*/
|
||||
startDialogue(dialogueId, speaker, onComplete) {
|
||||
const dialogueData = this.dialogues.get(dialogueId);
|
||||
|
||||
if (!dialogueData) {
|
||||
console.error(`Dialogue not found: ${dialogueId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
this.currentDialogue = dialogueData;
|
||||
this.currentSpeaker = speaker;
|
||||
this.onDialogueComplete = onComplete;
|
||||
|
||||
// Show UI
|
||||
this.createDialogueUI();
|
||||
|
||||
// Start at root node
|
||||
this.showNode(dialogueData.root || 'start');
|
||||
|
||||
// Pause game
|
||||
this.scene.physics.pause();
|
||||
|
||||
console.log(`💬 Started dialogue: ${dialogueId} with ${speaker.name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Show a specific dialogue node
|
||||
* @param {string} nodeId - Node to display
|
||||
*/
|
||||
showNode(nodeId) {
|
||||
const node = this.currentDialogue.nodes[nodeId];
|
||||
|
||||
if (!node) {
|
||||
console.error(`Node not found: ${nodeId}`);
|
||||
this.endDialogue();
|
||||
return;
|
||||
}
|
||||
|
||||
this.currentNode = node;
|
||||
|
||||
// Update speaker info
|
||||
const speaker = node.speaker || this.currentSpeaker.name;
|
||||
const emotion = node.emotion || 'neutral';
|
||||
|
||||
this.updateSpeaker(speaker, emotion);
|
||||
|
||||
// Show text with typewriter effect
|
||||
this.typewriterText(node.text);
|
||||
|
||||
// Show choices or continue button
|
||||
if (node.choices && node.choices.length > 0) {
|
||||
this.showChoices(node.choices);
|
||||
} else if (node.next) {
|
||||
this.showContinueButton(node.next);
|
||||
} else {
|
||||
// End of dialogue
|
||||
this.showContinueButton('END');
|
||||
}
|
||||
|
||||
// Execute node actions
|
||||
if (node.action) {
|
||||
this.executeNodeAction(node.action);
|
||||
}
|
||||
|
||||
// Record in history
|
||||
this.addToHistory(nodeId, node.text);
|
||||
}
|
||||
|
||||
/**
|
||||
* Create dialogue UI
|
||||
*/
|
||||
createDialogueUI() {
|
||||
const width = this.scene.cameras.main.width;
|
||||
const height = this.scene.cameras.main.height;
|
||||
|
||||
// Container for everything
|
||||
this.dialogueContainer = this.scene.add.container(0, 0);
|
||||
this.dialogueContainer.setDepth(1000);
|
||||
|
||||
// Dark overlay
|
||||
const overlay = this.scene.add.rectangle(0, 0, width, height, 0x000000, 0.5);
|
||||
overlay.setOrigin(0);
|
||||
overlay.setInteractive();
|
||||
this.dialogueContainer.add(overlay);
|
||||
|
||||
// Dialogue box
|
||||
const boxY = height - 200;
|
||||
const boxHeight = 180;
|
||||
|
||||
this.dialogueBox = this.scene.add.rectangle(
|
||||
width / 2, boxY,
|
||||
width - 80, boxHeight,
|
||||
0x2d1b00, 0.95
|
||||
);
|
||||
this.dialogueBox.setStrokeStyle(3, 0xd4a574);
|
||||
this.dialogueContainer.add(this.dialogueBox);
|
||||
|
||||
// Portrait background
|
||||
this.portraitBg = this.scene.add.rectangle(100, boxY, 100, 100, 0x4a3520, 0.9);
|
||||
this.portraitBg.setStrokeStyle(2, 0xd4a574);
|
||||
this.dialogueContainer.add(this.portraitBg);
|
||||
|
||||
// Portrait
|
||||
this.portraitSprite = this.scene.add.text(100, boxY, '👤', {
|
||||
fontSize: '64px'
|
||||
});
|
||||
this.portraitSprite.setOrigin(0.5);
|
||||
this.dialogueContainer.add(this.portraitSprite);
|
||||
|
||||
// Speaker name
|
||||
this.nameText = this.scene.add.text(170, boxY - 70, '', {
|
||||
fontSize: '20px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#FFD700',
|
||||
fontStyle: 'bold',
|
||||
stroke: '#000000',
|
||||
strokeThickness: 3
|
||||
});
|
||||
this.dialogueContainer.add(this.nameText);
|
||||
|
||||
// Dialogue text
|
||||
this.dialogueText = this.scene.add.text(170, boxY - 40, '', {
|
||||
fontSize: '18px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#f4e4c1',
|
||||
wordWrap: { width: width - 280 },
|
||||
lineSpacing: 6
|
||||
});
|
||||
this.dialogueContainer.add(this.dialogueText);
|
||||
|
||||
// Choices container
|
||||
this.choicesContainer = this.scene.add.container(width / 2, boxY + 120);
|
||||
this.dialogueContainer.add(this.choicesContainer);
|
||||
}
|
||||
|
||||
/**
|
||||
* Update speaker display
|
||||
*/
|
||||
updateSpeaker(name, emotion) {
|
||||
this.nameText.setText(name);
|
||||
|
||||
// Get portrait based on speaker and emotion
|
||||
const portrait = this.getPortrait(name, emotion);
|
||||
this.portraitSprite.setText(portrait);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get portrait emoji
|
||||
*/
|
||||
getPortrait(speaker, emotion) {
|
||||
// Kai portraits
|
||||
if (speaker === 'Kai' || speaker === 'You') {
|
||||
const kaiEmotions = {
|
||||
'neutral': '👨',
|
||||
'happy': '😊',
|
||||
'sad': '😢',
|
||||
'angry': '😠',
|
||||
'worried': '😟',
|
||||
'shocked': '😱',
|
||||
'determined': '😤'
|
||||
};
|
||||
return kaiEmotions[emotion] || '👨';
|
||||
}
|
||||
|
||||
// Ana portraits (Twin Bond - ghostly)
|
||||
if (speaker === 'Ana' || speaker === 'Ana (Twin Bond)') {
|
||||
const anaEmotions = {
|
||||
'neutral': '👻',
|
||||
'happy': '😇',
|
||||
'sad': '😰',
|
||||
'worried': '😨',
|
||||
'pain': '😣',
|
||||
'help': '🆘'
|
||||
};
|
||||
return anaEmotions[emotion] || '👻';
|
||||
}
|
||||
|
||||
// Other NPCs
|
||||
const npcPortraits = {
|
||||
'Grok': '🧘',
|
||||
'Elder': '👴',
|
||||
'Blacksmith': '🔨',
|
||||
'Baker': '🍞',
|
||||
'Doctor': '⚕️',
|
||||
'Merchant': '💰',
|
||||
'Stranger': '❓',
|
||||
'Zombie': '🧟'
|
||||
};
|
||||
|
||||
return npcPortraits[speaker] || '👤';
|
||||
}
|
||||
|
||||
/**
|
||||
* Typewriter text effect
|
||||
*/
|
||||
typewriterText(text) {
|
||||
let displayText = '';
|
||||
let charIndex = 0;
|
||||
|
||||
this.dialogueText.setText('');
|
||||
|
||||
// Store reference to timer so we can clear it if needed
|
||||
this.typewriterTimer = this.scene.time.addEvent({
|
||||
delay: 30,
|
||||
callback: () => {
|
||||
// SAFETY CHECK: Ensure text object still exists
|
||||
if (!this.dialogueText || !this.dialogueText.active) {
|
||||
if (this.typewriterTimer) this.typewriterTimer.remove();
|
||||
return;
|
||||
}
|
||||
|
||||
if (charIndex < text.length) {
|
||||
displayText += text[charIndex];
|
||||
this.dialogueText.setText(displayText);
|
||||
charIndex++;
|
||||
} else {
|
||||
if (this.typewriterTimer) this.typewriterTimer.remove();
|
||||
}
|
||||
},
|
||||
loop: true
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Show dialogue choices
|
||||
*/
|
||||
showChoices(choices) {
|
||||
this.choicesContainer.removeAll(true);
|
||||
|
||||
choices.forEach((choice, index) => {
|
||||
// Check if choice is available
|
||||
if (choice.condition && !this.checkCondition(choice.condition)) {
|
||||
return; // Skip this choice
|
||||
}
|
||||
|
||||
const y = index * 50;
|
||||
|
||||
// Choice button background
|
||||
const btn = this.scene.add.rectangle(0, y, 600, 40, 0x6b4423, 1);
|
||||
btn.setStrokeStyle(2, 0xd4a574);
|
||||
btn.setInteractive({ useHandCursor: true });
|
||||
|
||||
// Choice text
|
||||
const text = this.scene.add.text(0, y, choice.text, {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#f4e4c1',
|
||||
fontStyle: 'bold'
|
||||
});
|
||||
text.setOrigin(0.5);
|
||||
|
||||
// Hover effects
|
||||
btn.on('pointerover', () => {
|
||||
btn.setFillStyle(0x8b5a3c);
|
||||
text.setColor('#FFD700');
|
||||
});
|
||||
|
||||
btn.on('pointerout', () => {
|
||||
btn.setFillStyle(0x6b4423);
|
||||
text.setColor('#f4e4c1');
|
||||
});
|
||||
|
||||
// Click handler
|
||||
btn.on('pointerdown', () => {
|
||||
this.onChoiceSelected(choice);
|
||||
});
|
||||
|
||||
this.choicesContainer.add([btn, text]);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Show continue button
|
||||
*/
|
||||
showContinueButton(nextNode) {
|
||||
this.choicesContainer.removeAll(true);
|
||||
|
||||
const continueBtn = this.scene.add.text(0, 0, '▼ Continue (SPACE)', {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#888888'
|
||||
});
|
||||
continueBtn.setOrigin(0.5);
|
||||
|
||||
// Pulse animation
|
||||
this.scene.tweens.add({
|
||||
targets: continueBtn,
|
||||
alpha: 0.3,
|
||||
duration: 800,
|
||||
yoyo: true,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
this.choicesContainer.add(continueBtn);
|
||||
|
||||
// Space key or click to continue
|
||||
const spaceKey = this.scene.input.keyboard.addKey('SPACE');
|
||||
spaceKey.once('down', () => {
|
||||
if (nextNode === 'END') {
|
||||
this.endDialogue();
|
||||
} else {
|
||||
this.showNode(nextNode);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle choice selection
|
||||
*/
|
||||
onChoiceSelected(choice) {
|
||||
console.log(`💬 Choice selected: ${choice.text}`);
|
||||
|
||||
// Execute choice action
|
||||
if (choice.action) {
|
||||
this.executeNodeAction(choice.action);
|
||||
}
|
||||
|
||||
// Callback
|
||||
if (this.onChoiceMade) {
|
||||
this.onChoiceMade(choice);
|
||||
}
|
||||
|
||||
// Go to next node
|
||||
if (choice.next) {
|
||||
this.showNode(choice.next);
|
||||
} else {
|
||||
this.endDialogue();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Execute node action
|
||||
*/
|
||||
executeNodeAction(action) {
|
||||
switch (action.type) {
|
||||
case 'quest_start':
|
||||
this.scene.questSystem?.startQuest(action.questId);
|
||||
break;
|
||||
|
||||
case 'quest_complete':
|
||||
this.scene.questSystem?.completeQuest(action.questId);
|
||||
break;
|
||||
|
||||
case 'give_item':
|
||||
this.scene.inventorySystem?.addItem(action.itemId, action.amount);
|
||||
break;
|
||||
|
||||
case 'take_item':
|
||||
this.scene.inventorySystem?.removeItem(action.itemId, action.amount);
|
||||
break;
|
||||
|
||||
case 'relationship_change':
|
||||
this.changeRelationship(action.npcId, action.amount);
|
||||
break;
|
||||
|
||||
case 'custom':
|
||||
if (action.callback) {
|
||||
action.callback(this.scene);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if condition is met
|
||||
*/
|
||||
checkCondition(condition) {
|
||||
switch (condition.type) {
|
||||
case 'quest_active':
|
||||
return this.scene.questSystem?.isQuestActive(condition.questId);
|
||||
|
||||
case 'quest_complete':
|
||||
return this.scene.questSystem?.isQuestComplete(condition.questId);
|
||||
|
||||
case 'has_item':
|
||||
return this.scene.inventorySystem?.hasItem(condition.itemId, condition.amount);
|
||||
|
||||
case 'relationship':
|
||||
return this.getRelationship(condition.npcId) >= condition.value;
|
||||
|
||||
case 'custom':
|
||||
return condition.check(this.scene);
|
||||
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Add to conversation history
|
||||
*/
|
||||
addToHistory(nodeId, text) {
|
||||
const speakerId = this.currentSpeaker.id || this.currentSpeaker.name;
|
||||
|
||||
if (!this.dialogueHistory.has(speakerId)) {
|
||||
this.dialogueHistory.set(speakerId, []);
|
||||
}
|
||||
|
||||
this.dialogueHistory.get(speakerId).push({
|
||||
nodeId: nodeId,
|
||||
text: text,
|
||||
timestamp: Date.now()
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Relationship tracking
|
||||
*/
|
||||
changeRelationship(npcId, amount) {
|
||||
// TODO: Integrate with proper relationship system
|
||||
console.log(`💕 Relationship with ${npcId}: ${amount > 0 ? '+' : ''}${amount}`);
|
||||
}
|
||||
|
||||
getRelationship(npcId) {
|
||||
// TODO: Get from relationship system
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* End dialogue
|
||||
*/
|
||||
endDialogue() {
|
||||
console.log('💬 Dialogue ended');
|
||||
|
||||
// Stop typewriter effect if running
|
||||
if (this.typewriterTimer) {
|
||||
this.typewriterTimer.remove();
|
||||
this.typewriterTimer = null;
|
||||
}
|
||||
|
||||
// Clean up UI
|
||||
if (this.dialogueContainer) {
|
||||
this.dialogueContainer.destroy();
|
||||
}
|
||||
|
||||
// Resume game
|
||||
this.scene.physics.resume();
|
||||
|
||||
// Callback
|
||||
if (this.onDialogueComplete) {
|
||||
this.onDialogueComplete();
|
||||
}
|
||||
|
||||
// Reset state
|
||||
this.currentDialogue = null;
|
||||
this.currentSpeaker = null;
|
||||
this.currentNode = null;
|
||||
this.onDialogueComplete = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if dialogue is active
|
||||
*/
|
||||
isActive() {
|
||||
return this.currentDialogue !== null;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user