NPC Overview

Many works of Interactive Fiction can get by with the player character wandering around a deserted landscape (or perhaps confined to a single room in which s/he's the sole occupant). Implementing convincing NPCs (non-player characters) is difficult, and if you write a game in which the player character is restricted to interacting only with inanimate objects you are arguably playing to the strengths of the medium. But some games are undoubtedly enriched by the presence of NPCs, and it may be that the ability to implement NPCs is essential to the story you want your game to tell, or the type of interaction you have in mind. Nothing can make implementing a life-like and complex NPC straightforward, simple and easy, it will always be a lot of work, but the adv3Lite library endeavours to give you the tools to enable you to do the job.

If you haven't already read Mike Roberts's trio of articles on 'Creating Dynamic Characters' in the TADS 3 Technical Manual, you might like to do so now. Although many of the implementation details are different in the adv3Lite library, some of them are quite similar, and the underlying principles are very similar indeed, so the 'Creating Dynamic Characters' articles might form a useful background to what follows. In particular, like the adv3 libary, the adv3Lite library tries to avoid complex programming in creating dynamic characters by allowing as much as possible of an NPC's behaviour to be defined declaratively on a number of associated objects.

First of all, the Actor object is used to define the basic properties of the NPC (name, description and so forth) as well as its response to most of the non-conversational actions (e.g. FEEL FRED) and one or two other things that we'll come to in due course. One or more ActorState objects are then used to define various forms of state-specific behaviour. For example at one point in the game Fred might be involved in polishing the silver, at another he might be lounging in a chair, and at another he might be deep in conversation with the player character. Each of these states can be defined on an ActorState object which can alter the way the Actor object is described and customize certain aspects of the actor's behaviour. (Note: adv3 defines various subclasses of Actor and ActorState; adv3Lite defines only the Actor and ActorState classes, though you're welcome to define your own subclasses in game code if you need them).

Things that the NPC may wish to do or talk about can be defined in a number of AgendaItem objects associated with the actor. These can define things the actor does or says when certain conditions are met.

Conversational responses are defined using TopicEntry objects a bit like the ConsultTopics used on a Consultable. The TopicEntries used for conversation are a bit more elaborate than this, however, and descend from a special ActorTopicEntry class. Most of the TopicEntry classes available in the adv3 library are available in adv3Lite, along with a number of additional ones (such as TalkTopic, SayTopic and QueryTopic) that will be described more fully when we come to them. In adv3Lite ActorTopicEntries can be located either directly in their parent Actor object or in the ActorState object to which they relate, or in a TopicGroup or ConvNode object (which will be explained in due course).

If you want to use the adv3Lite library for a basic ask/tell conversation system you can, but it's capable of quite a bit more. Just as in the adv3 library, so in adv3Lite you can suggest topics for the player character to talk about, but in adv3Lite you don't need to use one of the SuggestedTopic subclasses to do so; instead you simply give a TopicEntry a name property and it will be suggested to the player under that name (the full story is a bit more complex than that, but once again, we'll come to it in due course). You can also employ various techniques to create threaded conversations, that is conversations in which there is some connection or flow from one topic response to the next, instead of the NPC being treated like a kind of stateless talking reference manual.

To create some kind of a thread to a conversation the adv3Lite library uses a combination of various conversation tags together with the convKeys property of the ActorTopicEntry objects. The convKeys property copntains a string or a list of strings that can be used to refer to the ActorTopicEntry in various conversation tags. Since any given ActorTopicEntry can have any number of keys defined on its convKeys property and the same key can be defined on any number of ActorTopicEntries, this mechanism can be used to group ActorTopicEntries in any way desired (and subsequently act on those groups via various conversation tags).

Conversation tags are special items like '<.reveal foo>' that can be placed in a string (usually one used to output the actor's response to some conversation command), and that instead of displaying anything carry out some kind of special action. The tags defined in the adv3Lite library are:

These will all be discussed in more detail in due course, so don't worry at this stage if you're not sure what all these tags actually do or how they're intended to be used. In the meantime it may be helpful to know that in the above list tag is an arbitrary single-quoted string used to denote a piece of information (e.g. 'brian-robbed'), key is a single-quoted string defined on the convKeys property of an ActorTopicEntry, item is the programmatic name of an AgendaItem and actorstate the programmatic name of an ActorState (where the 'programmatic name' means the name you give the object in your source code). When defining conversation tags that make use of single-string properties like tag and key you do not include the quotation-marks in the conversation tag (e.g. you would write <.reveal brian-robbed> not <.reveal 'brian robbed'>). Note that there are necessary restrictions on where most of these tags can be safely used; these will be explained in the section on actor-specific tags below.