# Source code for evennia.contrib.tutorials.talking_npc.talking_npc

    """
    Evennia Talkative NPC

    Contribution - Griatch 2011, grungies1138, 2016

    This is a static NPC object capable of holding a simple menu-driven
    conversation. It's just meant as an example.

    Installation:

    Create the NPC by creating an object of typeclass `contrib.tutorials.talking_npc.TalkingNPC`,
    For example:

        create/drop John : contrib.tutorials.talking_npc.TalkingNPC

    Use `talk` in the same room as the NPC to start a conversation.

    If there are many talkative npcs in the same room you will get to
    choose which one's talk command to call (Evennia handles this
    automatically). This use of EvMenu is very simplistic; See EvMenu for
    a lot more complex possibilities.

    """

    from evennia import DefaultObject, CmdSet, default_cmds
    from evennia.utils.evmenu import EvMenu

    # Menu implementing the dialogue tree

    def info1(caller):
        text = "'Oh, Evennia is where you are right now! Don't you feel the power?'"

        options = (
            {"desc": "Sure, *I* do, not sure how you do though. You are just an NPC.", "goto": "info3"},
            {"desc": "Sure I do. What's yer name, NPC?", "goto": "info2"},
            {"desc": "Ok, bye for now then.", "goto": "END"},
        )

        return text, options

    def info2(caller):
        text = "'My name is not really important ... I'm just an NPC after all.'"

        options = (
            {"desc": "I didn't really want to know it anyhow.", "goto": "info3"},
            {"desc": "Okay then, so what's this 'Evennia' thing about?", "goto": "info1"},
        )

        return text, options

    def info3(caller):
        text = (
            "'Well ... I'm sort of busy so, have to go. NPC business. "
            "Important stuff. You wouldn't understand.'"
        )

        options = (
            {"desc": "Oookay ... I won't keep you. Bye.", "goto": "END"},
            {"desc": "Wait, why don't you tell me your name first?", "goto": "info2"},
        )

        return text, options

    def END(caller):
        text = "'Goodbye, then.'"

        options = ()

        return text, options

    #
    # The talk command (sits on the NPC)
    #

    class CmdTalk(default_cmds.MuxCommand):
        """
        Talks to an npc

        Usage:
          talk

        This command is only available if a talkative non-player-character
        (NPC) is actually present. It will strike up a conversation with
        that NPC and give you options on what to talk about.
        """

        key = "talk"
        locks = "cmd:all()"
        help_category = "General"

        def func(self):
            "Implements the command."

            # self.obj is the NPC this is defined on
            self.caller.msg("(You walk up and talk to %s.)" % self.obj.key)

            # Initiate the menu. Change this if you are putting this on
            # some other custom NPC class.
            EvMenu(
                self.caller,
                "evennia.contrib.tutorials.talking_npc.talking_npc",
                startnode="menu_start_node",
            )

    class TalkingCmdSet(CmdSet):
        "Stores the talk command."
        key = "talkingcmdset"

        def at_cmdset_creation(self):
            "populates the cmdset"
            self.add(CmdTalk())

    class TalkingNPC(DefaultObject):
        """
        This implements a simple Object using the talk command and using
        the conversation defined above.
        """

        def at_object_creation(self):
            "This is called when object is first created."
            self.db.desc = "This is a talkative NPC."
            # assign the talk command to npc
            self.cmdset.add_default(TalkingCmdSet, persistent=True)