On Conversation Explanation Back

On Conversation Explanation


This will be activated when anything is said. If it is an enemy, then they will move in and attack. If it is an ally, they will come and help (if they shout for help) or perform a leaders request, if it is a leader shout.

They listen for anything, so anything players say round cornors that may be heard from a PC, will be heard by them. If you don't warn them, expect a lot of casulties, before PC's use whisper and party chat to talk. I think also shouts are picked up - if in the same area, the NPC's will all attack them! Ouch!

Ideas for User define events: Checking for a perticular things, such as a password, which may make an event happen (like activating some spells to be cast, initiate summoning of guards or whatever).

Arguments to use:

  • GetListenPatternNumber() - Gets the pattern heard (-1 is conversation) set via. Set Listening Patterns.
  • GetLastSpeaker, () - Gets the last speaker.
  • TestStringAgainstPattern(string sPattern, string sStringToTest) - Checks the first string against the second.
  • GetMatchedSubstring(int nString) - Gets the string heard. The AI listens for all (**) and so GetMatchedSubstring(0) can return the entire string heard.


  • Script:

    /************************ [On Conversation] ************************************
        Filename: j_ai_onconversat or nw_c2_default4
    ************************* [On Conversation] ************************************
        OnConversation/ Listen to shouts.
        Documented, and checked. -Working-
    
        Added spawn in condition - Never clear actions when talking.
    ************************* [History] ********************************************
        1.3 - Added in conversation thing - IE we can set speakstrings, no need for conversation file.
            - Sorted more shouts out.
            - Should work right, and not cause too many actions (as we ignore
              shouts for normally 12 or so seconds before letting them affect us again).
    ************************* [Workings] *******************************************
        Uses RespondToShout to react to allies' shouts, and just attacks any enemy
        who speaks, or at least moves to them. (OK, dumb if they are invisible, but
        oh well, they shouldn't talk so loud!)
    
        Remember, whispers are never heard if too far away, speakstrings don't go
        through walls, and shouts are always heard (so we don't go off to anyone
        not in our area, remember)
    ************************* [Arguments] ******************************************
        Arguments: GetListenPatternNumber, GetLastSpeaker, TestStringAgainstPattern,
                   GetMatchedSubstring
    ************************* [On Conversation] ***********************************/
    
    #include "j_inc_other_ai"
    
    void main()
    {
        // Pre-heartbeat-event
        if(FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_PRE_EVENT, EVENT_ON_DIALOGUE_PRE_EVENT))
            // We may exit if it fires
            if(ExitFromUDE(EVENT_ON_DIALOGUE_PRE_EVENT)) return;
    
        // AI status check. Is the AI on?
        if(GetAIOff()) return;
    
        // Declarations
        int nMatch = GetListenPatternNumber();
        object oShouter = GetLastSpeaker();
        string sSpoken = GetMatchedSubstring(i0);
    
        // We can ignore everything under special cases - EG no valid shouter,
        // we are fleeing, its us, or we are not in the same area.
        // - We break out of the script if this happens.
        if(!GetIsObjectValid(oShouter) ||     /* Must be a valid speaker! */
           !GetCommandable() ||               /* Commandable */
            oShouter == OBJECT_SELF ||        /* Not us!     */
            GetIsPerformingSpecialAction() || /* Not fleeing */
            GetIgnore(oShouter) ||            /* Not ignoring the shouter */
            GetArea(oShouter) != GetArea(OBJECT_SELF))/* Same area (Stops "SHOUT" getting NPCs */
        {
            // Fire End of Dialogue event
            FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_EVENT, EVENT_ON_DIALOGUE_EVENT);
            return;
        }
    
        // Conversation if not a shout.
        if(nMatch == iM1)
        {
            // Make sure it is a PC and we are not fighting.
            if(!GetIsFighting() && (GetIsPC(oShouter) || GetIsDMPossessed(oShouter)))
            {
                // If we have something random (or not) to say instead of
                // the conversation, we will say that.
                if(GetLocalInt(OBJECT_SELF, ARRAY_SIZE + AI_TALK_ON_CONVERSATION))
                {
                    ClearAllActions();// Stop
                    SetFacingPoint(GetPosition(oShouter));// Face
                    SpeakArrayString(AI_TALK_ON_CONVERSATION);// Speak string
                    PlayAnimation(ANIMATION_LOOPING_TALK_NORMAL, f1, f3);// "Talk", then resume potitions.
                    ActionDoCommand(ExecuteScript(FILE_WALK_WAYPOINTS, OBJECT_SELF));
                }
                else
                {
                    // If we are set to NOT clear all actions, we won't.
                    if(!GetSpawnInCondition(AI_FLAG_OTHER_NO_CLEAR_ACTIONS_BEFORE_CONVERSATION, AI_OTHER_MASTER))
                    {
                        ClearAllActions();
                    }
                    BeginConversation();
                }
            }
        }
        // If it is a valid shout...and a valid shouter.
        // - Not a DM. Not ignoring shouting. Not a Debug String.
        else if(!GetLocalTimer(AI_TIMER_SHOUT_IGNORE_ANYTHING_SAID) && // Not listening (IE heard already)
                !GetIsDM(oShouter) && FindSubString(sSpoken, "[Debug]") == iM1)
        {
            if(GetIsFriend(oShouter) || GetFactionEqual(oShouter))
            {
                // If they are a friend, not a PC, and a valid number, react.
                // In the actual RespondToShout call, we do check to see if we bother.
                // - Is PC - or is...master?
                // - Shouts of 1 or over only.
                if(nMatch >= i1 && !GetIsPC(oShouter) && !GetIsPC(GetMaster(oShouter)))
                {
                    // Respond to the shout
                    RespondToShout(oShouter, nMatch);
                }
                // Else either is PC or is shout 0 (everything!)
                // - not if we are in combat, or they are not.
                else if(!CannotPerformCombatRound() &&
                         GetIsInCombat(oShouter) &&
                         GetObjectType(oShouter) == OBJECT_TYPE_CREATURE)
                {
                    // Only use attack target.
                    object oIntruder = GetIntruderFromShout(oShouter);
                    // Valid, and not a friend if a PC speaker
                    if(GetIsObjectValid(oIntruder) &&
                      !GetFactionEqual(oIntruder) &&
                      !GetIsFriend(oIntruder))
                    {
                        // 57: "[Shout] Friend (may be PC) in combat. Attacking! [Friend] " + GetName(oShouter)
                        DebugActionSpeakByInt(57, oShouter);
                        DetermineCombatRound(oIntruder);
                    }
                }
            }
            else if(GetIsEnemy(oShouter) && GetObjectType(oShouter) == OBJECT_TYPE_CREATURE)
            {
                // If we hear anything said by an enemy, and are not fighting, attack them!
                if(!CannotPerformCombatRound())
                    // the negatives are associate shouts, 0+ are my shouts. 0 is anything
                {
                    // We make sure it isn't an emote (set by default)
                    if(nMatch == i0 && GetSpawnInCondition(AI_FLAG_OTHER_DONT_RESPOND_TO_EMOTES, AI_OTHER_MASTER))
                    {
                        // Jump out if its an emote - "*Nods*"
                        if(GetStringLeft(sSpoken, i1) == EMOTE_STAR &&
                           GetStringRight(sSpoken, i1) == EMOTE_STAR)
                        {
                            // Fire End of Dialogue event
                            FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_EVENT, EVENT_ON_DIALOGUE_EVENT);
                            return;
                        }
                    }
                    // 58: "[Shout] Responding to shout [Enemy] " + GetName(oShouter) + " Who has spoken!"
                    DebugActionSpeakByInt(58, oShouter);
                    // Short non-respond
                    SetLocalTimer(AI_TIMER_SHOUT_IGNORE_ANYTHING_SAID, f6);
                    // Attack the enemy!
                    ClearAllActions();
                    DetermineCombatRound(oShouter);
                }
            }
        }
        // Fire End of Dialogue event
        FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_EVENT, EVENT_ON_DIALOGUE_EVENT);
    }