CRPG dialogue #68
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Roboticy3/Louder#68
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Dialogue that has the user send their choices to the server, or to themselves if they are the server, then replicates the new Dialogue state to all actors.
In a lobby with actors A B C , its possible that only A B are connected to a particular Dialogue, and only they should recieve updates.
Dialogue loads from a conversation specified by an interactive object (or manually from a conversation file and actor), and places all connected actors at the first node it finds tagged "start".
Actors that connect later join on the current position on the main branch. If that position is not visible to them, they see "nobody is saying anything right now" until the louder engine processes an event on this conversation which they can see.
If the actor has no meaningful choices (no nodes where they have more than 1 choice) in the entire conversation, they are given the option to leave.
If dialogue reaches the "end" callback, all actors are disconnected and Dialogue ends.
At minimum, each of these paragraphs should be there own tests.
End result is that the signals from #67 hook into the dialogue processing system.
Don't overthink architecture and end up with a big singleton pile like last time.