CoreScriptsRoot/CoreScripts/MainBotChatScript2.lua
local PURPOSE_DATA = {
	[Enum.DialogPurpose.Quest] = {
		"rbxasset://textures/ui/dialog_purpose_quest.png",
		Vector2.new(10, 34)
	},
	[Enum.DialogPurpose.Help] = {
		"rbxasset://textures/ui/dialog_purpose_help.png",
		Vector2.new(20, 35)
	},
	[Enum.DialogPurpose.Shop] = {
		"rbxasset://textures/ui/dialog_purpose_shop.png",
		Vector2.new(22, 43)
	},
}
local TEXT_HEIGHT = 24 -- Pixel height of one row
local FONT_SIZE = Enum.FontSize.Size24
local BAR_THICKNESS = 6
local STYLE_PADDING = 17
local CHOICE_PADDING = 6 * 2 -- (Added to vertical height)
local PROMPT_SIZE = Vector2.new(80, 90)
local FRAME_WIDTH = 350

local WIDTH_BONUS = (STYLE_PADDING * 2) - BAR_THICKNESS
local XPOS_OFFSET = -(STYLE_PADDING - BAR_THICKNESS)

local playerService = game:GetService("Players")
local contextActionService = game:GetService("ContextActionService")
local guiService = game:GetService("GuiService")
local YPOS_OFFSET = -math.floor(STYLE_PADDING / 2)
local usingGamepad = false

local FlagHasReportedPlace = false

local localPlayer = playerService.LocalPlayer
while localPlayer == nil do
	playerService.PlayerAdded:wait()
	localPlayer = playerService.LocalPlayer
end

function setUsingGamepad(input, processed)
	if input.UserInputType == Enum.UserInputType.Gamepad1 or input.UserInputType == Enum.UserInputType.Gamepad2 or
		input.UserInputType == Enum.UserInputType.Gamepad3 or input.UserInputType == Enum.UserInputType.Gamepad4 then
		usingGamepad = true
	else
		usingGamepad = false
	end
end

game:GetService("UserInputService").InputBegan:connect(setUsingGamepad)
game:GetService("UserInputService").InputChanged:connect(setUsingGamepad)

FFlagCoreScriptTranslateGameText2 = settings():GetFFlag("CoreScriptTranslateGameText2")

function waitForProperty(instance, name)
	while not instance[name] do
		instance.Changed:wait()
	end
end

local goodbyeChoiceActiveFlagSuccess, goodbyeChoiceActiveFlagValue = pcall(function()
	return settings():GetFFlag("GoodbyeChoiceActiveProperty")
end)
local goodbyeChoiceActiveFlag = (goodbyeChoiceActiveFlagSuccess and goodbyeChoiceActiveFlagValue)

local mainFrame
local choices = {}
local lastChoice
local choiceMap = {}
local currentConversationDialog
local currentConversationPartner
local currentAbortDialogScript

local coroutineMap = {}
local currentDialogTimeoutCoroutine = nil

local tooFarAwayMessage =           "You are too far away to chat!"
local tooFarAwaySize = 300
local characterWanderedOffMessage = "Chat ended because you walked away"
local characterWanderedOffSize = 350
local conversationTimedOut =        "Chat ended because you didn't reply"
local conversationTimedOutSize = 350

local CoreGui = game:GetService("CoreGui")
local RobloxGui = CoreGui:WaitForChild("RobloxGui")
local RobloxReplicatedStorage = game:GetService('RobloxReplicatedStorage')
local setDialogInUseEvent = RobloxReplicatedStorage:WaitForChild("SetDialogInUse", 86400)

local player
local screenGui
local chatNotificationGui
local messageDialog
local timeoutScript
local reenableDialogScript
local dialogMap = {}
local dialogConnections = {}
local touchControlGui = nil

local gui = nil

local isTenFootInterface = require(RobloxGui:WaitForChild("Modules"):WaitForChild("TenFootInterface")):IsEnabled()
local utility = require(RobloxGui.Modules.Settings.Utility)
local GameTranslator = require(RobloxGui.Modules.GameTranslator)
local isSmallTouchScreen = utility:IsSmallTouchScreen()

if isTenFootInterface then
	FONT_SIZE = Enum.FontSize.Size36
	TEXT_HEIGHT = 36
	FRAME_WIDTH = 500
elseif isSmallTouchScreen then
	FONT_SIZE = Enum.FontSize.Size14
	TEXT_HEIGHT = 14
	FRAME_WIDTH = 250
end

if RobloxGui:FindFirstChild("ControlFrame") then
	gui = RobloxGui.ControlFrame
else
	gui = RobloxGui
end
local touchEnabled = game:GetService("UserInputService").TouchEnabled

local function isDialogMultiplePlayers(dialog)
	local success, value = pcall(function() return dialog.BehaviorType == Enum.DialogBehaviorType.MultiplePlayers end)
	return success and value or false
end

function currentTone()
	if currentConversationDialog then
		return currentConversationDialog.Tone
	else
		return Enum.DialogTone.Neutral
	end
end


function createChatNotificationGui()
	chatNotificationGui = Instance.new("BillboardGui")
	chatNotificationGui.Name = "ChatNotificationGui"
	chatNotificationGui.ExtentsOffset = Vector3.new(0, 1, 0)
	chatNotificationGui.Size = UDim2.new(PROMPT_SIZE.X / 31.5, 0, PROMPT_SIZE.Y / 31.5, 0)
	chatNotificationGui.SizeOffset = Vector2.new(0, 0)
	chatNotificationGui.StudsOffset = Vector3.new(0, 3.7, 0)
	chatNotificationGui.Enabled = true
	chatNotificationGui.RobloxLocked = true
	chatNotificationGui.Active = true

	local button = Instance.new("ImageButton")
	button.Name = "Background"
	button.Active = false
	button.BackgroundTransparency = 1
	button.Position = UDim2.new(0, 0, 0, 0)
	button.Size = UDim2.new(1, 0, 1, 0)
	button.Image = ""
	button.Parent = chatNotificationGui

	local icon = Instance.new("ImageLabel")
	icon.Name = "Icon"
	icon.Position = UDim2.new(0, 0, 0, 0)
	icon.Size = UDim2.new(1, 0, 1, 0)
	icon.Image = ""
	icon.BackgroundTransparency = 1
	icon.Parent = button

	local activationButton = Instance.new("ImageLabel")
	activationButton.Name = "ActivationButton"
	activationButton.Position = UDim2.new(-0.3, 0, -0.4, 0)
	activationButton.Size = UDim2.new(.8, 0, .8 * (PROMPT_SIZE.X / PROMPT_SIZE.Y), 0)
	activationButton.Image = "rbxasset://textures/ui/Settings/Help/XButtonDark.png"
	activationButton.BackgroundTransparency = 1
	activationButton.Visible = false
	activationButton.Parent = button
end

function getChatColor(tone)
	if tone == Enum.DialogTone.Neutral then
		return Enum.ChatColor.Blue
	elseif tone == Enum.DialogTone.Friendly then
		return Enum.ChatColor.Green
	elseif tone == Enum.DialogTone.Enemy then
		return Enum.ChatColor.Red
	end
end

function styleChoices()
	for _, obj in pairs(choices) do
		obj.BackgroundTransparency = 1
	end
	lastChoice.BackgroundTransparency = 1
end

function styleMainFrame(tone)
	if tone == Enum.DialogTone.Neutral then
		mainFrame.Style = Enum.FrameStyle.ChatBlue
	elseif tone == Enum.DialogTone.Friendly then
		mainFrame.Style = Enum.FrameStyle.ChatGreen
	elseif tone == Enum.DialogTone.Enemy then
		mainFrame.Style = Enum.FrameStyle.ChatRed
	end

	styleChoices()
end
function setChatNotificationTone(gui, purpose, tone)
	if tone == Enum.DialogTone.Neutral then
		gui.Background.Image = "rbxasset://textures/ui/chatBubble_blue_notify_bkg.png"
	elseif tone == Enum.DialogTone.Friendly then
		gui.Background.Image = "rbxasset://textures/ui/chatBubble_green_notify_bkg.png"
	elseif tone == Enum.DialogTone.Enemy then
		gui.Background.Image = "rbxasset://textures/ui/chatBubble_red_notify_bkg.png"
	end

	local newIcon, size = unpack(PURPOSE_DATA[purpose])
	local relativeSize = size / PROMPT_SIZE
	gui.Background.Icon.Size = UDim2.new(relativeSize.X, 0, relativeSize.Y, 0)
	gui.Background.Icon.Position = UDim2.new(0.5 - (relativeSize.X / 2), 0, 0.4 - (relativeSize.Y / 2), 0)
	gui.Background.Icon.Image = newIcon
end

function createMessageDialog()
	messageDialog = Instance.new("Frame");
	messageDialog.Name = "DialogScriptMessage"
	messageDialog.Style = Enum.FrameStyle.Custom
	messageDialog.BackgroundTransparency = 0.5
	messageDialog.BackgroundColor3 = Color3.new(31 / 255, 31 / 255, 31 / 255)
	messageDialog.Visible = false
	messageDialog.RobloxLocked = true

	local text = Instance.new("TextLabel")
	text.Name = "Text"
	text.Position = UDim2.new(0, 0, 0, -1)
	text.Size = UDim2.new(1, 0, 1, 0)
	text.FontSize = Enum.FontSize.Size14
	text.BackgroundTransparency = 1
	text.TextColor3 = Color3.new(1, 1, 1)
	text.Parent = messageDialog
end

function showMessage(msg, size)
	messageDialog.Text.Text = msg
	messageDialog.Size = UDim2.new(0, size, 0, 40)
	messageDialog.Position = UDim2.new(0.5, -size / 2, 0.5, -40)
	messageDialog.Visible = true
	wait(2)
	messageDialog.Visible = false
end

function variableDelay(str)
	local length = math.min(string.len(str), 100)
	wait(0.75 + ((length / 75) * 1.5))
end

function resetColor(frame)
	frame.BackgroundTransparency = 1
end

function wanderDialog()
	mainFrame.Visible = false
	endDialog()
	showMessage(characterWanderedOffMessage, characterWanderedOffSize)
end

function timeoutDialog()
	mainFrame.Visible = false
	endDialog()
	showMessage(conversationTimedOut, conversationTimedOutSize)
end

function normalEndDialog()
	endDialog()
end

function endDialog()
	if currentDialogTimeoutCoroutine then
		coroutineMap[currentDialogTimeoutCoroutine] = false
		currentDialogTimeoutCoroutine = nil
	end

	local dialog = currentConversationDialog
	currentConversationDialog = nil
	if dialog and dialog.InUse then
		-- Waits 5 seconds before setting InUse to false
		setDialogInUseEvent:FireServer(dialog, false, 5)
		delay(5, function()
			dialog.InUse = false
		end)
	end

	for dialog, gui in pairs(dialogMap) do
		if dialog and gui then
			gui.Enabled = not dialog.InUse
		end
	end

	contextActionService:UnbindCoreAction("Nothing")
	currentConversationPartner = nil

	if touchControlGui then
		touchControlGui.Visible = true
	end
end

function sanitizeMessage(msg)
	if string.len(msg) == 0 then
		return "..."
	else
		return msg
	end
end

local function chatFunc(dialog, ...)
	if isDialogMultiplePlayers(dialog) then
		game:GetService("Chat"):ChatLocal(...)
	else
		game:GetService("Chat"):Chat(...)
	end
end

function selectChoice(choice)
	renewKillswitch(currentConversationDialog)

	--First hide the Gui
	mainFrame.Visible = false
	if choice == lastChoice then
		chatFunc(currentConversationDialog, localPlayer.Character, lastChoice.UserPrompt.Text, getChatColor(currentTone()))

		normalEndDialog()
	else
		local dialogChoice = choiceMap[choice]

		chatFunc(currentConversationDialog, localPlayer.Character, sanitizeMessage(dialogChoice.UserDialog), getChatColor(currentTone()))
		wait(1)
		currentConversationDialog:SignalDialogChoiceSelected(localPlayer, dialogChoice)
		chatFunc(currentConversationDialog, currentConversationPartner, sanitizeMessage(dialogChoice.ResponseDialog), getChatColor(currentTone()))

		variableDelay(dialogChoice.ResponseDialog)
		presentDialogChoices(currentConversationPartner, dialogChoice:GetChildren(), dialogChoice)
	end
end

function newChoice()
	local dummyFrame = Instance.new("Frame")
	dummyFrame.Visible = false

	local frame = Instance.new("TextButton")
	frame.BackgroundColor3 = Color3.new(227 / 255, 227 / 255, 227 / 255)
	frame.BackgroundTransparency = 1
	frame.AutoButtonColor = false
	frame.BorderSizePixel = 0
	frame.Text = ""
	frame.MouseEnter:connect(function()
		frame.BackgroundTransparency = 0
	end)
	frame.MouseLeave:connect(function()
		frame.BackgroundTransparency = 1
	end)
	frame.SelectionImageObject = dummyFrame
	frame.MouseButton1Click:connect(function()
		selectChoice(frame)
	end)
	frame.RobloxLocked = true

	local prompt = Instance.new("TextLabel")
	prompt.Name = "UserPrompt"
	prompt.BackgroundTransparency = 1
	prompt.Font = Enum.Font.SourceSans
	prompt.FontSize = FONT_SIZE
	prompt.Position = UDim2.new(0, 40, 0, 0)
	prompt.Size = UDim2.new(1, -32 - 40, 1, 0)
	prompt.TextXAlignment = Enum.TextXAlignment.Left
	prompt.TextYAlignment = Enum.TextYAlignment.Center
	prompt.TextWrap = true
	prompt.Parent = frame

	local selectionButton = Instance.new("ImageLabel")
	selectionButton.Name = "RBXchatDialogSelectionButton"
	selectionButton.Position = UDim2.new(0, 0, 0.5, -33 / 2)
	selectionButton.Size = UDim2.new(0, 33, 0, 33)
	selectionButton.Image = "rbxasset://textures/ui/Settings/Help/AButtonLightSmall.png"
	selectionButton.BackgroundTransparency = 1
	selectionButton.Visible = false
	selectionButton.Parent = frame

	return frame
end
function initialize(parent)
	choices[1] = newChoice()
	choices[2] = newChoice()
	choices[3] = newChoice()
	choices[4] = newChoice()

	lastChoice = newChoice()
	lastChoice.UserPrompt.Text = "Goodbye!"
	lastChoice.Size = UDim2.new(1, WIDTH_BONUS, 0, TEXT_HEIGHT + CHOICE_PADDING)

	mainFrame = Instance.new("Frame")
	mainFrame.Name = "UserDialogArea"
	mainFrame.Size = UDim2.new(0, FRAME_WIDTH, 0, 200)
	mainFrame.Style = Enum.FrameStyle.ChatBlue
	mainFrame.Visible = false

	for n, obj in pairs(choices) do
		obj.RobloxLocked = true
		obj.Parent = mainFrame
	end

	lastChoice.RobloxLocked = true
	lastChoice.Parent = mainFrame

	mainFrame.RobloxLocked = true
	mainFrame.Parent = parent
end

function presentDialogChoices(talkingPart, dialogChoices, parentDialog)
	if not currentConversationDialog then
		return
	end

	currentConversationPartner = talkingPart
	local sortedDialogChoices = {}
	for n, obj in pairs(dialogChoices) do
		if obj:IsA("DialogChoice") then
			table.insert(sortedDialogChoices, obj)
		end
	end
	table.sort(sortedDialogChoices, function(a, b)
		return a.Name < b.Name
	end)

	if #sortedDialogChoices == 0 then
		normalEndDialog()
		return
	end

	local pos = 1
	local yPosition = 0
	choiceMap = {}
	for n, obj in pairs(choices) do
		obj.Visible = false
	end

	for n, obj in pairs(sortedDialogChoices) do
		if pos <= #choices then
			--3 lines is the maximum, set it to that temporarily
			choices[pos].Size = UDim2.new(1, WIDTH_BONUS, 0, TEXT_HEIGHT * 3)
            if FFlagCoreScriptTranslateGameText2 then
			    GameTranslator:TranslateAndRegister(choices[pos].UserPrompt, obj, obj.UserDialog)
            else
                choices[pos].UserPrompt.Text = GameTranslator:TranslateGameText(obj, obj.UserDialog)
            end
			local height = (math.ceil(choices[pos].UserPrompt.TextBounds.Y / TEXT_HEIGHT) * TEXT_HEIGHT) + CHOICE_PADDING

			choices[pos].Position = UDim2.new(0, XPOS_OFFSET, 0, YPOS_OFFSET + yPosition)
			choices[pos].Size = UDim2.new(1, WIDTH_BONUS, 0, height)
			choices[pos].Visible = true

			choiceMap[choices[pos]] = obj

			yPosition = yPosition + height + 1 -- The +1 makes highlights not overlap
			pos = pos + 1
		end
	end

	lastChoice.Size = UDim2.new(1, WIDTH_BONUS, 0, TEXT_HEIGHT * 3)
	lastChoice.UserPrompt.Text = parentDialog.GoodbyeDialog == "" and "Goodbye!" or parentDialog.GoodbyeDialog
	local height = (math.ceil(lastChoice.UserPrompt.TextBounds.Y / TEXT_HEIGHT) * TEXT_HEIGHT) + CHOICE_PADDING
	lastChoice.Size = UDim2.new(1, WIDTH_BONUS, 0, height)
	lastChoice.Position = UDim2.new(0, XPOS_OFFSET, 0, YPOS_OFFSET + yPosition)
	lastChoice.Visible = true

	if goodbyeChoiceActiveFlag and not parentDialog.GoodbyeChoiceActive then
		lastChoice.Visible = false
		mainFrame.Size = UDim2.new(0, FRAME_WIDTH, 0, yPosition + (STYLE_PADDING * 2) + (YPOS_OFFSET * 2))
	else
		mainFrame.Size = UDim2.new(0, FRAME_WIDTH, 0, yPosition + lastChoice.AbsoluteSize.Y + (STYLE_PADDING * 2) + (YPOS_OFFSET * 2))
	end

	mainFrame.Position = UDim2.new(0, 20, 1.0, -mainFrame.Size.Y.Offset - 20)
	if isSmallTouchScreen then
		local touchScreenGui = localPlayer.PlayerGui:FindFirstChild("TouchGui")
		if touchScreenGui then
			touchControlGui = touchScreenGui:FindFirstChild("TouchControlFrame")
			if touchControlGui then
				touchControlGui.Visible = false
			end
		end
		mainFrame.Position = UDim2.new(0, 10, 1.0, -mainFrame.Size.Y.Offset)
	end
	styleMainFrame(currentTone())
	mainFrame.Visible = true

	if usingGamepad then
		game:GetService("GuiService").SelectedCoreObject = choices[1]
	end
end

function doDialog(dialog)
	if dialog.InitialPrompt == "" then
		warn("Can't start a dialog with an empty InitialPrompt")
		return
	end

	local isMultiplePlayers = isDialogMultiplePlayers(dialog)

	if dialog.InUse and not isMultiplePlayers then
		return
	else
		currentConversationDialog = dialog
		dialog.InUse = true
		-- only bind if we actual enter the dialog
		contextActionService:BindCoreAction("Nothing", function()
		end, false, Enum.UserInputType.Gamepad1, Enum.UserInputType.Gamepad2, Enum.UserInputType.Gamepad3, Enum.UserInputType.Gamepad4)
		-- Immediately sets InUse to true on the server
		setDialogInUseEvent:FireServer(dialog, true, 0)
	end
	chatFunc(dialog, dialog.Parent, dialog.InitialPrompt, getChatColor(dialog.Tone))
	variableDelay(dialog.InitialPrompt)

	presentDialogChoices(dialog.Parent, dialog:GetChildren(), dialog)
end

function renewKillswitch(dialog)
	if currentDialogTimeoutCoroutine then
		coroutineMap[currentDialogTimeoutCoroutine] = false
		currentDialogTimeoutCoroutine = nil
	end

	currentDialogTimeoutCoroutine = coroutine.create(function(thisCoroutine)
		wait(15)
		if thisCoroutine ~= nil then
			if coroutineMap[thisCoroutine] == nil then
				setDialogInUseEvent:FireServer(dialog, false, 0)
				dialog.InUse = false
			end
			coroutineMap[thisCoroutine] = nil
		end
	end)
	coroutine.resume(currentDialogTimeoutCoroutine, currentDialogTimeoutCoroutine)
end

function checkForLeaveArea()
	while currentConversationDialog do
		if currentConversationDialog.Parent and (localPlayer:DistanceFromCharacter(currentConversationDialog.Parent.Position) >= currentConversationDialog.ConversationDistance) then
			wanderDialog()
		end
		wait(1)
	end
end

function startDialog(dialog)
	if dialog.Parent and dialog.Parent:IsA("BasePart") then
		game:ReportInGoogleAnalytics("Dialogue", "Old Dialogue", "Conversation Initiated")
		
		if localPlayer:DistanceFromCharacter(dialog.Parent.Position) >= dialog.ConversationDistance then
			showMessage(tooFarAwayMessage, tooFarAwaySize)
			return
		end

		for dialog, gui in pairs(dialogMap) do
			if dialog and gui then
				gui.Enabled = false
			end
		end

		renewKillswitch(dialog)

		delay(1, checkForLeaveArea)
		doDialog(dialog)
	end
end

function removeDialog(dialog)
	if dialogMap[dialog] then
		dialogMap[dialog]:Destroy()
		dialogMap[dialog] = nil
	end
	if dialogConnections[dialog] then
		dialogConnections[dialog]:disconnect()
		dialogConnections[dialog] = nil
	end
end

function addDialog(dialog)
	if dialog.Parent then
		if dialog.Parent:IsA("BasePart") and dialog:IsDescendantOf(game.Workspace) then
			FlagHasReportedPlace = true
            game:ReportInGoogleAnalytics("Dialogue", "Old Dialogue", "Used In Place", nil, game.PlaceId)
			
			local chatGui = chatNotificationGui:clone()
			chatGui.Adornee = dialog.Parent
			chatGui.RobloxLocked = true
			chatGui.Enabled = not dialog.InUse or isDialogMultiplePlayers(dialog)
			chatGui.Parent = CoreGui

			chatGui.Background.MouseButton1Click:connect(function()
				startDialog(dialog)
			end)
			setChatNotificationTone(chatGui, dialog.Purpose, dialog.Tone)

			dialogMap[dialog] = chatGui

			dialogConnections[dialog] = dialog.Changed:connect(function(prop)
				if prop == "Parent" and dialog.Parent then
					--This handles the reparenting case, seperate from removal case
					removeDialog(dialog)
					addDialog(dialog)
				elseif prop == "InUse" then
					if not isDialogMultiplePlayers(dialog) then
						chatGui.Enabled = (currentConversationDialog == nil) and not dialog.InUse
					else
						chatGui.Enabled = (currentConversationDialog ~= dialog)
					end

					if not dialog.InUse and not isDialogMultiplePlayers(player) and dialog == currentConversationDialog then
						timeoutDialog()
					end
				elseif prop == "Tone" or prop == "Purpose" then
					setChatNotificationTone(chatGui, dialog.Purpose, dialog.Tone)
				end
			end)
		else -- still need to listen to parent changes even if current parent is not a BasePart
			dialogConnections[dialog] = dialog.Changed:connect(function(prop)
				if prop == "Parent" and dialog.Parent then
					--This handles the reparenting case, seperate from removal case
					removeDialog(dialog)
					addDialog(dialog)
				end
			end)
		end
	end
end

function onLoad()
	waitForProperty(localPlayer, "Character")

	createChatNotificationGui()

	createMessageDialog()
	messageDialog.RobloxLocked = true
	messageDialog.Parent = gui

	gui:WaitForChild("BottomLeftControl")

	local frame = Instance.new("Frame")
	frame.Name = "DialogFrame"
	frame.Position = UDim2.new(0, 0, 0, 0)
	frame.Size = UDim2.new(0, 0, 0, 0)
	frame.BackgroundTransparency = 1
	frame.RobloxLocked = true
	game:GetService("GuiService"):AddSelectionParent("RBXDialogGroup", frame)

	if (touchEnabled and not isSmallTouchScreen) then
		frame.Position = UDim2.new(0, 20, 0.5, 0)
		frame.Size = UDim2.new(0.25, 0, 0.1, 0)
		frame.Parent = gui
	elseif isSmallTouchScreen then
		frame.Position = UDim2.new(0, 0, .9, -10)
		frame.Size = UDim2.new(0.25, 0, 0.1, 0)
		frame.Parent = gui
	else
		frame.Parent = gui.BottomLeftControl
	end
	initialize(frame)

	game:GetService("CollectionService").ItemAdded:connect(function(obj)
		if obj:IsA("Dialog") then
			addDialog(obj)
		end
	end)
	game:GetService("CollectionService").ItemRemoved:connect(function(obj)
		if obj:IsA("Dialog") then
			removeDialog(obj)
		end
	end)
	for i, obj in pairs(game:GetService("CollectionService"):GetCollection("Dialog")) do
		if obj:IsA("Dialog") then
			addDialog(obj)
		end
	end
end

function getLocalHumanoidRootPart()
	if localPlayer.Character then
		return localPlayer.Character:FindFirstChild("HumanoidRootPart")
	end
end

function dialogIsValid(dialog)
	return dialog and dialog.Parent and dialog.Parent:IsA("BasePart")
end

local lastClosestDialog = nil
local getClosestDialogToPosition = guiService.GetClosestDialogToPosition

game:GetService("RunService").Heartbeat:connect(function()
	local closestDistance = math.huge
	local closestDialog = nil

    local humanoidRootPart = getLocalHumanoidRootPart()
    if humanoidRootPart then
        local characterPosition = humanoidRootPart.Position
        closestDialog = getClosestDialogToPosition(guiService, characterPosition)
    end

    if getLocalHumanoidRootPart() and dialogIsValid(closestDialog) and currentConversationDialog == nil then

        local dialogTriggerDistance = closestDialog.TriggerDistance
        local dialogTriggerOffset = closestDialog.TriggerOffset

        local distanceFromCharacterWithOffset = localPlayer:DistanceFromCharacter(
            closestDialog.Parent.Position + dialogTriggerOffset
        )

        if dialogTriggerDistance ~= 0 and
            distanceFromCharacterWithOffset < closestDialog.ConversationDistance and
            distanceFromCharacterWithOffset < dialogTriggerDistance then

            startDialog(closestDialog)
        end
    end

	if usingGamepad == true then
		if closestDialog ~= lastClosestDialog then
			if dialogMap[lastClosestDialog] then
				dialogMap[lastClosestDialog].Background.ActivationButton.Visible = false
			end
			lastClosestDialog = closestDialog
			contextActionService:UnbindCoreAction("StartDialogAction")
			if closestDialog ~= nil then
				contextActionService:BindCoreAction("StartDialogAction", function(actionName, userInputState, inputObject)
					if userInputState == Enum.UserInputState.Begin then
						if closestDialog and closestDialog.Parent then
							startDialog(closestDialog)
						end
					end
				end, false, Enum.KeyCode.ButtonX)
				if dialogMap[closestDialog] then
					dialogMap[closestDialog].Background.ActivationButton.Visible = true
				end
			end -- closestDialog ~= nil
		end -- closestDialog ~= lastClosestDialog
	end -- usingGamepad == true
end)

local lastSelectedChoice = nil

guiService.Changed:connect(function(property)
	if property == "SelectedCoreObject" then
		if lastSelectedChoice and lastSelectedChoice:FindFirstChild("RBXchatDialogSelectionButton") then
			lastSelectedChoice:FindFirstChild("RBXchatDialogSelectionButton").Visible = false
			lastSelectedChoice.BackgroundTransparency = 1
		end
		lastSelectedChoice = guiService.SelectedCoreObject
		if lastSelectedChoice and lastSelectedChoice:FindFirstChild("RBXchatDialogSelectionButton") then
			lastSelectedChoice:FindFirstChild("RBXchatDialogSelectionButton").Visible = true
			lastSelectedChoice.BackgroundTransparency = 0
		end
	end
end)

onLoad()
