-- Advanced NPC System by Jiddo

if not NpcHandler then
	-- Constant talkdelay behaviors.
	TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.
	TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)
	TALKDELAY_EVENT = 2 -- Not yet implemented

	-- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.
	NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK

	-- Constant indexes for defining default messages.
	MESSAGE_GREET = 1 -- When the player greets the npc.
	MESSAGE_FAREWELL = 2 -- When the player unGreets the npc.
	MESSAGE_BUY = 3 -- When the npc asks the player if he wants to buy something.
	MESSAGE_ONBUY = 4 -- When the player successfully buys something via talk.
	MESSAGE_BOUGHT = 5 -- When the player bought something through the shop window.
	MESSAGE_SELL = 6 -- When the npc asks the player if he wants to sell something.
	MESSAGE_ONSELL = 7 -- When the player successfully sells something via talk.
	MESSAGE_SOLD = 8 -- When the player sold something through the shop window.
	MESSAGE_MISSINGMONEY = 9 -- When the player does not have enough money.
	MESSAGE_NEEDMONEY = 10 -- Same as above, used for shop window.
	MESSAGE_MISSINGITEM = 11 -- When the player is trying to sell an item he does not have.
	MESSAGE_NEEDITEM = 12 -- Same as above, used for shop window.
	MESSAGE_NEEDSPACE = 13 -- When the player don't have any space to buy an item
	MESSAGE_NEEDMORESPACE = 14 -- When the player has some space to buy an item, but not enough space
	MESSAGE_IDLETIMEOUT = 15 -- When the player has been idle for longer then idleTime allows.
	MESSAGE_WALKAWAY = 16 -- When the player walks out of the talkRadius of the npc.
	MESSAGE_DECLINE = 17 -- When the player says no to something.
	MESSAGE_SENDTRADE = 18 -- When the npc sends the trade window to the player
	MESSAGE_NOSHOP = 19 -- When the npc's shop is requested but he doesn't have any
	MESSAGE_ONCLOSESHOP = 20 -- When the player closes the npc's shop window
	MESSAGE_ALREADYFOCUSED = 21 -- When the player already has the focus of this npc.
	MESSAGE_WALKAWAY_MALE = 22 -- When a male player walks out of the talkRadius of the npc.
	MESSAGE_WALKAWAY_FEMALE = 23 -- When a female player walks out of the talkRadius of the npc.

	-- Constant indexes for callback functions. These are also used for module callback ids.
	CALLBACK_CREATURE_APPEAR = 1
	CALLBACK_CREATURE_DISAPPEAR	= 2
	CALLBACK_CREATURE_SAY = 3
	CALLBACK_ONTHINK = 4
	CALLBACK_GREET = 5
	CALLBACK_FAREWELL = 6
	CALLBACK_MESSAGE_DEFAULT = 7
	CALLBACK_PLAYER_ENDTRADE = 8
	CALLBACK_PLAYER_CLOSECHANNEL = 9
	CALLBACK_ONBUY = 10
	CALLBACK_ONSELL = 11
	CALLBACK_ONADDFOCUS = 18
	CALLBACK_ONRELEASEFOCUS = 19
	CALLBACK_ONTRADEREQUEST = 20

	-- Addidional module callback ids
	CALLBACK_MODULE_INIT = 12
	CALLBACK_MODULE_RESET = 13

	-- Constant strings defining the keywords to replace in the default messages.
	TAG_PLAYERNAME = "|PLAYERNAME|"
	TAG_ITEMCOUNT = "|ITEMCOUNT|"
	TAG_TOTALCOST = "|TOTALCOST|"
	TAG_ITEMNAME = "|ITEMNAME|"

	NpcHandler = {
		keywordHandler = nil,
		focuses = nil,
		talkStart = nil,
		idleTime = 120,
		talkRadius = 3,
		talkDelayTime = 1, -- Seconds to delay outgoing messages.
		talkDelay = nil,
		callbackFunctions = nil,
		modules = nil,
		shopItems = nil, -- They must be here since ShopModule uses 'static' functions
		eventSay = nil,
		eventDelayedSay = nil,
		topic = nil,
		messages = {
			-- These are the default replies of all npcs. They can/should be changed individually for each npc.
			[MESSAGE_GREET] = "Greetings, |PLAYERNAME|.",
			[MESSAGE_FAREWELL] = "Goodbye, |PLAYERNAME|.",
			[MESSAGE_BUY] = "Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?",
			[MESSAGE_ONBUY] = "Here you are.",
			[MESSAGE_BOUGHT] = "Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.",
			[MESSAGE_SELL] = "Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?",
			[MESSAGE_ONSELL] = "Here you are, |TOTALCOST| gold.",
			[MESSAGE_SOLD] = "Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.",
			[MESSAGE_MISSINGMONEY] = "You don't have enough money.",
			[MESSAGE_NEEDMONEY] = "You don't have enough money.",
			[MESSAGE_MISSINGITEM] = "You don't have so many.",
			[MESSAGE_NEEDITEM] = "You do not have this object.",
			[MESSAGE_NEEDSPACE] = "You do not have enough capacity.",
			[MESSAGE_NEEDMORESPACE] = "You do not have enough capacity for all items.",
			[MESSAGE_IDLETIMEOUT] = "Goodbye.",
			[MESSAGE_WALKAWAY] = "Goodbye.",
			[MESSAGE_DECLINE] = "Then not.",
			[MESSAGE_SENDTRADE] = "Of course, just browse through my wares.",
			[MESSAGE_NOSHOP] = "Sorry, I'm not offering anything.",
			[MESSAGE_ONCLOSESHOP] = "Thank you, come back whenever you're in need of something else.",
			[MESSAGE_ALREADYFOCUSED] = "|PLAYERNAME|, I am already talking to you.",
			[MESSAGE_WALKAWAY_MALE] = "Goodbye.",
			[MESSAGE_WALKAWAY_FEMALE] = "Goodbye."
		}
	}

	-- Creates a new NpcHandler with an empty callbackFunction stack.
	function NpcHandler:new(keywordHandler)
		local obj = {}
		obj.callbackFunctions = {}
		obj.modules = {}
		obj.eventSay = {}
		obj.eventDelayedSay = {}
		obj.topic = {}
		obj.focuses = {}
		obj.talkStart = {}
		obj.talkDelay = {}
		obj.keywordHandler = keywordHandler
		obj.messages = {}
		obj.shopItems = {}

		setmetatable(obj.messages, self.messages)
		self.messages.__index = self.messages

		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	-- Re-defines the maximum idle time allowed for a player when talking to this npc.
	function NpcHandler:setMaxIdleTime(newTime)
		self.idleTime = newTime
	end

	-- Attaches a new keyword handler to this npchandler
	function NpcHandler:setKeywordHandler(newHandler)
		self.keywordHandler = newHandler
	end

	-- Function used to change the focus of this npc.
	function NpcHandler:addFocus(newFocus)
		if self:isFocused(newFocus) then
			return
		end

		self.focuses[#self.focuses + 1] = newFocus
		self.topic[newFocus] = 0
		local callback = self:getCallback(CALLBACK_ONADDFOCUS)
		if not callback or callback(newFocus) then
			self:processModuleCallback(CALLBACK_ONADDFOCUS, newFocus)
		end
		self:updateFocus()
	end

	-- Function used to verify if npc is focused to certain player
	function NpcHandler:isFocused(focus)
		for k, v in pairs(self.focuses) do
			if v == focus then
				return true
			end
		end
		return false
	end

	-- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
	--	Should also be called whenever a new player is focused.
	function NpcHandler:updateFocus()
		for pos, focus in pairs(self.focuses) do
			if focus then
				doNpcSetCreatureFocus(focus)
				return
			end
		end
		doNpcSetCreatureFocus(0)
	end

	-- Used when the npc should un-focus the player.
	function NpcHandler:releaseFocus(focus)
		if shop_cost[focus] then
			shop_amount[focus] = nil
			shop_cost[focus] = nil
			shop_rlname[focus] = nil
			shop_itemid[focus] = nil
			shop_container[focus] = nil
			shop_npcuid[focus] = nil
			shop_eventtype[focus] = nil
			shop_subtype[focus] = nil
			shop_destination[focus] = nil
			shop_premium[focus] = nil
		end

		if self.eventDelayedSay[focus] then
			self:cancelNPCTalk(self.eventDelayedSay[focus])
		end

		if not self:isFocused(focus) then
			return
		end

		local pos = nil
		for k, v in pairs(self.focuses) do
			if v == focus then
				pos = k
			end
		end
		self.focuses[pos] = nil

		self.eventSay[focus] = nil
		self.eventDelayedSay[focus] = nil
		self.talkStart[focus] = nil
		self.topic[focus] = nil

		local callback = self:getCallback(CALLBACK_ONRELEASEFOCUS)
		if not callback or callback(focus) then
			self:processModuleCallback(CALLBACK_ONRELEASEFOCUS, focus)
		end

		if Player(focus) then
			closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
			self:updateFocus()
		end
	end

	-- Returns the callback function with the specified id or nil if no such callback function exists.
	function NpcHandler:getCallback(id)
		local ret = nil
		if self.callbackFunctions then
			ret = self.callbackFunctions[id]
		end
		return ret
	end

	-- Changes the callback function for the given id to callback.
	function NpcHandler:setCallback(id, callback)
		if self.callbackFunctions then
			self.callbackFunctions[id] = callback
		end
	end

	-- Adds a module to this npchandler and inits it.
	function NpcHandler:addModule(module)
		if self.modules then
			self.modules[#self.modules + 1] = module
			module:init(self)
		end
	end

	-- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
	function NpcHandler:processModuleCallback(id, ...)
		local ret = true
		for i, module in pairs(self.modules) do
			local tmpRet = true
			if id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear then
				tmpRet = module:callbackOnCreatureAppear(...)
			elseif id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear then
				tmpRet = module:callbackOnCreatureDisappear(...)
			elseif id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay then
				tmpRet = module:callbackOnCreatureSay(...)
			elseif id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade then
				tmpRet = module:callbackOnPlayerEndTrade(...)
			elseif id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel then
				tmpRet = module:callbackOnPlayerCloseChannel(...)
			elseif id == CALLBACK_ONBUY and module.callbackOnBuy then
				tmpRet = module:callbackOnBuy(...)
			elseif id == CALLBACK_ONSELL and module.callbackOnSell then
				tmpRet = module:callbackOnSell(...)
			elseif id == CALLBACK_ONTRADEREQUEST and module.callbackOnTradeRequest then
				tmpRet = module:callbackOnTradeRequest(...)
			elseif id == CALLBACK_ONADDFOCUS and module.callbackOnAddFocus then
				tmpRet = module:callbackOnAddFocus(...)
			elseif id == CALLBACK_ONRELEASEFOCUS and module.callbackOnReleaseFocus then
				tmpRet = module:callbackOnReleaseFocus(...)
			elseif id == CALLBACK_ONTHINK and module.callbackOnThink then
				tmpRet = module:callbackOnThink(...)
			elseif id == CALLBACK_GREET and module.callbackOnGreet then
				tmpRet = module:callbackOnGreet(...)
			elseif id == CALLBACK_FAREWELL and module.callbackOnFarewell then
				tmpRet = module:callbackOnFarewell(...)
			elseif id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault then
				tmpRet = module:callbackOnMessageDefault(...)
			elseif id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset then
				tmpRet = module:callbackOnModuleReset(...)
			end
			if not tmpRet then
				ret = false
				break
			end
		end
		return ret
	end

	-- Returns the message represented by id.
	function NpcHandler:getMessage(id)
		local ret = nil
		if self.messages then
			ret = self.messages[id]
		end
		return ret
	end

	-- Changes the default response message with the specified id to newMessage.
	function NpcHandler:setMessage(id, newMessage)
		if self.messages then
			self.messages[id] = newMessage
		end
	end

	-- Translates all message tags found in msg using parseInfo
	function NpcHandler:parseMessage(msg, parseInfo)
		local ret = msg
		for search, replace in pairs(parseInfo) do
			ret = string.gsub(ret, search, replace)
		end
		return ret
	end

	-- Makes sure the npc un-focuses the currently focused player
	function NpcHandler:unGreet(cid)
		if not self:isFocused(cid) then
			return
		end

		local callback = self:getCallback(CALLBACK_FAREWELL)
		if not callback or callback(cid) then
			if self:processModuleCallback(CALLBACK_FAREWELL) then
				local msg = self:getMessage(MESSAGE_FAREWELL)
				local player = Player(cid)
				local playerName = player and player:getName() or -1
				local parseInfo = { [TAG_PLAYERNAME] = playerName }
				self:resetNpc(cid)
				msg = self:parseMessage(msg, parseInfo)
				self:say(msg, cid, true)
				self:releaseFocus(cid)
			end
		end
	end

	-- Greets a new player.
	function NpcHandler:greet(cid)
		if cid ~= 0 then
			local callback = self:getCallback(CALLBACK_GREET)
			if not callback or callback(cid) then
				if self:processModuleCallback(CALLBACK_GREET, cid) then
					local msg = self:getMessage(MESSAGE_GREET)
					local player = Player(cid)
					local playerName = player and player:getName() or -1
					local parseInfo = { [TAG_PLAYERNAME] = playerName }
					msg = self:parseMessage(msg, parseInfo)
					self:say(msg, cid, true)
				else
					return
				end
			else
				return
			end
		end
		self:addFocus(cid)
	end

	-- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
	function NpcHandler:onCreatureAppear(creature)
		local cid = creature:getId()
		if cid == getNpcCid() and next(self.shopItems) then
			local npc = Npc()
			local speechBubble = npc:getSpeechBubble()
			if speechBubble == SPEECHBUBBLE_QUEST then
				npc:setSpeechBubble(SPEECHBUBBLE_QUESTTRADER)
			else
				npc:setSpeechBubble(SPEECHBUBBLE_TRADE)
			end
		end

		local callback = self:getCallback(CALLBACK_CREATURE_APPEAR)
		if not callback or callback(cid) then
			if self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid) then
				--
			end
		end
	end

	-- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback.
	function NpcHandler:onCreatureDisappear(creature)
		local cid = creature:getId()
		if getNpcCid() == cid then
			return
		end

		local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
		if not callback or callback(cid) then
			if self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid) then
				if self:isFocused(cid) then
					self:unGreet(cid)
				end
			end
		end
	end

	-- Handles onCreatureSay events. If you with to handle this yourself, please use the CALLBACK_CREATURE_SAY callback.
	function NpcHandler:onCreatureSay(creature, msgtype, msg)
		local cid = creature:getId()
		local callback = self:getCallback(CALLBACK_CREATURE_SAY)
		if not callback or callback(cid, msgtype, msg) then
			if self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, msgtype, msg) then
				if not self:isInRange(cid) then
					return
				end

				if self.keywordHandler then
					if self:isFocused(cid) and msgtype == TALKTYPE_PRIVATE_PN or not self:isFocused(cid) then
						local ret = self.keywordHandler:processMessage(cid, msg)
						if not ret then
							local callback = self:getCallback(CALLBACK_MESSAGE_DEFAULT)
							if callback and callback(cid, msgtype, msg) then
								self.talkStart[cid] = os.time()
							end
						else
							self.talkStart[cid] = os.time()
						end
					end
				end
			end
		end
	end

	-- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.
	function NpcHandler:onPlayerEndTrade(creature)
		local cid = creature:getId()
		local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)
		if not callback or callback(cid) then
			if self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid) then
				if self:isFocused(cid) then
					local player = Player(cid)
					local playerName = player and player:getName() or -1
					local parseInfo = { [TAG_PLAYERNAME] = playerName }
					local msg = self:parseMessage(self:getMessage(MESSAGE_ONCLOSESHOP), parseInfo)
					self:say(msg, cid)
				end
			end
		end
	end

	-- Handles onPlayerCloseChannel events. If you wish to handle this yourself, use the CALLBACK_PLAYER_CLOSECHANNEL callback.
	function NpcHandler:onPlayerCloseChannel(creature)
		local cid = creature:getId()
		local callback = self:getCallback(CALLBACK_PLAYER_CLOSECHANNEL)
		if not callback or callback(cid) then
			if self:processModuleCallback(CALLBACK_PLAYER_CLOSECHANNEL, cid) then
				if self:isFocused(cid) then
					self:unGreet(cid)
				end
			end
		end
	end

	-- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.
	function NpcHandler:onBuy(creature, itemid, subType, amount, ignoreCap, inBackpacks)
		local cid = creature:getId()
		local callback = self:getCallback(CALLBACK_ONBUY)
		if not callback or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks) then
			if self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount, ignoreCap, inBackpacks) then
				--
			end
		end
	end

	-- Handles onSell events. If you wish to handle this yourself, use the CALLBACK_ONSELL callback.
	function NpcHandler:onSell(creature, itemid, subType, amount, ignoreCap, inBackpacks)
		local cid = creature:getId()
		local callback = self:getCallback(CALLBACK_ONSELL)
		if not callback or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks) then
			if self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, ignoreCap, inBackpacks) then
				--
			end
		end
	end

	-- Handles onTradeRequest events. If you wish to handle this yourself, use the CALLBACK_ONTRADEREQUEST callback.
	function NpcHandler:onTradeRequest(cid)
		local callback = self:getCallback(CALLBACK_ONTRADEREQUEST)
		if not callback or callback(cid) then
			if self:processModuleCallback(CALLBACK_ONTRADEREQUEST, cid) then
				return true
			end
		end
		return false
	end

	-- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
	function NpcHandler:onThink()
		local callback = self:getCallback(CALLBACK_ONTHINK)
		if not callback or callback() then
			if NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK then
				for cid, talkDelay in pairs(self.talkDelay) do
					if talkDelay.time and talkDelay.message and os.time() >= talkDelay.time then
						selfSay(talkDelay.message, cid, talkDelay.publicize and true or false)
						self.talkDelay[cid] = nil
					end
				end
			end

			if self:processModuleCallback(CALLBACK_ONTHINK) then
				for pos, focus in pairs(self.focuses) do
					if focus then
						if not self:isInRange(focus) then
							self:onWalkAway(focus)
						elseif self.talkStart[focus] and (os.time() - self.talkStart[focus]) > self.idleTime then
							self:unGreet(focus)
						else
							self:updateFocus()
						end
					end
				end
			end
		end
	end

	-- Tries to greet the player with the given cid.
	function NpcHandler:onGreet(cid)
		if self:isInRange(cid) then
			if not self:isFocused(cid) then
				self:greet(cid)
				return true
			end
		end
		return false
	end

	-- Simply calls the underlying unGreet function.
	function NpcHandler:onFarewell(cid)
		self:unGreet(cid)
	end

	-- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
	function NpcHandler:onWalkAway(cid)
		if self:isFocused(cid) then
			local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
			if not callback or callback(cid) then
				if self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid) then
					local msg = self:getMessage(MESSAGE_WALKAWAY)

					local player = Player(cid)
					local playerName = player and player:getName() or -1
					local playerSex = player and player:getSex() or 0

					local parseInfo = { [TAG_PLAYERNAME] = playerName }
					local message = self:parseMessage(msg, parseInfo)

					local msg_male = self:getMessage(MESSAGE_WALKAWAY_MALE)
					local message_male = self:parseMessage(msg_male, parseInfo)
					local msg_female = self:getMessage(MESSAGE_WALKAWAY_FEMALE)
					local message_female = self:parseMessage(msg_female, parseInfo)
					if message_female ~= message_male then
						if playerSex == PLAYERSEX_FEMALE then
							selfSay(message_female)
						else
							selfSay(message_male)
						end
					elseif message ~= "" then
						selfSay(message)
					end
					self:resetNpc(cid)
					self:releaseFocus(cid)
				end
			end
		end
	end

	-- Returns true if cid is within the talkRadius of this npc.
	function NpcHandler:isInRange(cid)
		local distance = Player(cid) and getDistanceTo(cid) or -1
		if distance == -1 then
			return false
		end

		return distance <= self.talkRadius
	end

	-- Resets the npc into its initial state (in regard of the keywordhandler).
	--	All modules are also receiving a reset call through their callbackOnModuleReset function.
	function NpcHandler:resetNpc(cid)
		if self:processModuleCallback(CALLBACK_MODULE_RESET) then
			self.keywordHandler:reset(cid)
		end
	end

	function NpcHandler:cancelNPCTalk(events)
		for aux = 1, #events do
			stopEvent(events[aux].event)
		end
		events = nil
	end

	function NpcHandler:doNPCTalkALot(msgs, interval, pcid)
		if self.eventDelayedSay[pcid] then
			self:cancelNPCTalk(self.eventDelayedSay[pcid])
		end

		self.eventDelayedSay[pcid] = {}
		local ret = {}
		for aux = 1, #msgs do
			self.eventDelayedSay[pcid][aux] = {}
			doCreatureSayWithDelay(getNpcCid(), msgs[aux], TALKTYPE_PRIVATE_NP, ((aux - 1) * (interval or 4000)) + 700, self.eventDelayedSay[pcid][aux], pcid)
			ret[#ret + 1] = self.eventDelayedSay[pcid][aux]
		end
		return(ret)
	end

	-- Makes the npc represented by this instance of NpcHandler say something.
	--	This implements the currently set type of talkdelay.
	--	shallDelay is a boolean value. If it is false, the message is not delayed. Default value is true.
	function NpcHandler:say(message, focus, publicize, shallDelay, delay)
		if type(message) == "table" then
			return self:doNPCTalkALot(message, delay or 6000, focus)
		end

		if self.eventDelayedSay[focus] then
			self:cancelNPCTalk(self.eventDelayedSay[focus])
		end

		local shallDelay = not shallDelay and true or shallDelay
		if NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay then
			selfSay(message, focus, publicize and true or false)
			return
		end

		stopEvent(self.eventSay[focus])
		self.eventSay[focus] = addEvent(function(npcId, message, focusId)
			local npc = Npc(npcId)
			if not npc then
				return
			end
			local player = Player(focusId)
			if player then
				npc:say(message, TALKTYPE_PRIVATE_NP, false, player, npc:getPosition())
			end
		end, self.talkDelayTime * 1000, Npc():getId(), message, focus)
	end
end
