-- if player has npc_talk_owner priv AND is owner of this particular npc: -- chat option: "I am your owner. I have new orders for you. -- -> enters edit mode -- when edit_mode has been enabled, the following chat options are added to the options: -- chat option: "Add new answer/option to this dialog." -- -> adds a new aswer/option -- chat option: "That was all. I'm finished with giving you new orders. Remember them!" -- -> ends edit mode -- --### -- Init --### -- store if the player is editing a particular NPC; format: yl_speak_up.edit_mode[pname] = npc_id yl_speak_up.edit_mode = {} -- changes applied in edit_mode are applied immediately - but not immediately stored to disk -- (this gives the players a chance to back off in case of unwanted changes) yl_speak_up.npc_was_changed = {} -- self (the npc as such) is rarely passed on to any functions; in order to be able to check if -- the player really owns the npc, we need to have that data available; -- format: yl_speak_up.npc_owner[ npc_id ] = owner_name yl_speak_up.npc_owner = {} -- store the current trade between player and npc in case it gets edited in the meantime yl_speak_up.trade = {} function yl_speak_up.init_mob_table() return false end minetest.register_on_leaveplayer( function(player) yl_speak_up.speak_to[player:get_player_name()] = nil yl_speak_up.edit_mode[player:get_player_name()] = nil end ) minetest.register_on_joinplayer( function(player) yl_speak_up.speak_to[player:get_player_name()] = nil yl_speak_up.edit_mode[player:get_player_name()] = nil end ) --### -- Debug --### yl_speak_up.debug = true local function say(text) if yl_speak_up.debug then --minetest.chat_send_all(text) minetest.log("action", "[MOD] yl_speak_up: " .. text) end end --### -- Helpers --### yl_speak_up.get_number_from_id = function(any_id) return string.split(any_id, "_")[2] end local function save_path(n_id) return yl_speak_up.worldpath .. yl_speak_up.path .. DIR_DELIM .. n_id .. ".json" end yl_speak_up.get_error_message = function() local formspec = { "formspec_version[3]", "size[13.4,8.5]", "bgcolor[#FF0000]", "label[0.2,0.35;Please save a NPC file first]", "button_exit[0.2,7.7;3,0.75;button_back;Back]" } return table.concat(formspec, "") end yl_speak_up.find_next_id = function(t) local start_id = 1 if t == nil then return start_id end local keynum = 1 for k, _ in pairs(t) do local keynum = tonumber(yl_speak_up.get_number_from_id(k)) if keynum >= start_id then start_id = keynum + 1 end end return start_id end yl_speak_up.sanitize_sort = function(options, value) local retval = value if value == "" or value == nil or tonumber(value) == nil then local temp = 0 for k, v in pairs(options) do if v.o_sort ~= nil then if tonumber(v.o_sort) > temp then temp = tonumber(v.o_sort) end end end retval = tostring(temp + 1) end return retval end --### --Load and Save --### -- we can't really log changes here in this function because we don't know *what* has been changed yl_speak_up.save_dialog = function(n_id, dialog) if type(n_id) ~= "string" or type(dialog) ~= "table" then return false end local p = save_path(n_id) -- save some data (in particular usage of quest variables) yl_speak_up.update_stored_npc_data(n_id, dialog) local content = minetest.write_json(dialog) return minetest.safe_file_write(p, content) end yl_speak_up.load_dialog = function(n_id) -- returns the saved dialog local p = save_path(n_id) local file, err = io.open(p, "r") if err then return {} end io.input(file) local content = io.read() local dialog = minetest.parse_json(content) io.close(file) if type(dialog) ~= "table" then dialog = {} end return dialog end -- used by staff and input_inital_config yl_speak_up.fields_to_dialog = function(pname, fields) local n_id = yl_speak_up.speak_to[pname].n_id local dialog = yl_speak_up.load_dialog(n_id) local save_d_id = "" if next(dialog) == nil then -- No file found. Let's create the basic values dialog = {} dialog.n_dialogs = {} end if dialog.n_dialogs == nil or next(dialog.n_dialogs) == nil then --No dialogs found. Let's make a table dialog.n_dialogs = {} end if fields.d_text ~= "" then -- If there is dialog text, then save new or old dialog if fields.d_id == yl_speak_up.text_new_dialog_id then --New dialog -- -- Find highest d_id and increase by 1 save_d_id = "d_" .. yl_speak_up.find_next_id(dialog.n_dialogs) -- Initialize empty dialog dialog.n_dialogs[save_d_id] = {} else -- Already existing dialog save_d_id = fields.d_id end -- Change dialog dialog.n_dialogs[save_d_id].d_id = save_d_id dialog.n_dialogs[save_d_id].d_type = "text" dialog.n_dialogs[save_d_id].d_text = fields.d_text dialog.n_dialogs[save_d_id].d_sort = fields.d_sort end --Context yl_speak_up.speak_to[pname].d_id = save_d_id -- Just in case the NPC vlaues where changed or set dialog.n_id = n_id dialog.n_description = fields.n_description dialog.n_npc = fields.n_npc dialog.npc_owner = fields.npc_owner return dialog end yl_speak_up.delete_dialog = function(n_id, d_id) if d_id == yl_speak_up.text_new_dialog_id then return false end -- We don't delete "New dialog" local dialog = yl_speak_up.load_dialog(n_id) dialog.n_dialogs[d_id] = nil yl_speak_up.save_dialog(n_id, dialog) end local function calculate_portrait(pname, n_id) local tex = yl_speak_up.speak_to[pname].textures local head = "" head = head .. "[combine:8x8:-8,-8=" .. tex[2] .. ":-40,-8=" .. tex[2] return head end --### --Formspecs --### -- get formspecs -- talk yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id, alternate_text) local pname = player:get_player_name() local dialog = yl_speak_up.speak_to[pname].dialog local context_d_id = yl_speak_up.speak_to[pname].d_id local active_dialog if not player and not player:is_player() then minetest.log( "action", "[MOD] yl_speak_up: User " .. pname .. " talked to unconfigured NPC with ID n_" .. n_id .. ", position of user was " .. minetest.pos_to_string(player:get_pos(), 0) ) return yl_speak_up.get_error_message() end -- currently no trade running (we're editing options) yl_speak_up.trade[pname] = nil yl_speak_up.speak_to[pname].trade_id = nil --[[ If we have an explicit call for a certain d_id, we grab it from parameters. If not, we grab in from context. When neither are present, we grab it from d_sort ]]-- local c_d_id if d_id ~= nil then active_dialog = dialog.n_dialogs[d_id] c_d_id = d_id elseif yl_speak_up.speak_to[pname].d_id ~= nil then c_d_id = yl_speak_up.speak_to[pname].d_id active_dialog = dialog.n_dialogs[c_d_id] elseif dialog.n_dialogs ~= nil then -- Find the dialog with d_sort = 0 local lowest_sort = nil for k, v in pairs(dialog.n_dialogs) do if tonumber(v.d_sort) ~= nil then if not lowest_sort or tonumber(v.d_sort) < tonumber(lowest_sort) or v.d_sort == "0" then if tonumber(v.d_sort) >= 0 then lowest_sort = v.d_sort active_dialog = v c_d_id = k end end end end else -- it may be possible that this player can initialize this npc minetest.log( "action", "[MOD] yl_speak_up: User " .. pname .. " talked to unconfigured NPC with ID n_" .. n_id .. ", position of user was " .. minetest.pos_to_string(player:get_pos(), 0) ) -- this is the initial config -- (input ends up at yl_speak_up.input_talk and needs to be rerouted) return yl_speak_up.get_fs_initial_config(player, n_id, d_id, true) end if c_d_id == nil then return yl_speak_up.get_error_message() end yl_speak_up.speak_to[pname].d_id = c_d_id -- Now we have a dialog to display to the user -- do not crash in case of error if(not(active_dialog)) then return "size[6,2]".. "label[0.2,0.5;Ups! Something went wrong. Please try again.]" end -- Is the player working on this particular npc? local edit_mode = (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) -- evaluate the preconditions of each option and check if the option can be offered local allowed = yl_speak_up.calculate_displayable_options(pname, active_dialog.d_options, edit_mode) -- abort here if needed - the autoanswer/autoselection did choose an option for us alread if(not(edit_mode) and allowed and allowed["autoanswer"] and allowed["autoanswer"] ~= "") then -- no actions shall be executed local o_id = allowed["autoanswer"] local effects = active_dialog.d_options[o_id].o_results -- execute all effects/results local res = yl_speak_up.execute_all_relevant_effects(player, effects, o_id, true) local target_dialog = res.next_dialog yl_speak_up.speak_to[pname].o_id = nil yl_speak_up.speak_to[pname].a_id = nil if(not(target_dialog) or target_dialog == "" or not(dialog.n_dialogs[target_dialog])) then target_dialog = yl_speak_up.speak_to[pname].d_id end -- show the new target dialog and exit return yl_speak_up.get_fs_talkdialog(player, n_id, target_dialog, res.alternate_text) end yl_speak_up.speak_to[pname].allowed = allowed local portrait = calculate_portrait(pname, n_id) local formspec_v = minetest.get_player_information(pname).formspec_version local protocol_v = minetest.get_player_information(pname).protocol_version local formspec = {} local h -- show who owns the NPC (and is thus more or less responsible for what it says) local owner_info = "" if(yl_speak_up.npc_owner[ n_id ]) then owner_info = "\n\n(owned by "..minetest.formspec_escape(yl_speak_up.npc_owner[ n_id ])..")" end if formspec_v >= 4 then formspec = { "formspec_version[3]", "size[57,33]", "position[0,0.45]", "anchor[0,0.45]", "no_prepend[]", "bgcolor[#00000000;false]", -- Container "container[2,0.75]", -- Background "background[0,0;20,23;yl_speak_up_bg_dialog.png;false]", "background[0,24;54.5,7.5;yl_speak_up_bg_dialog.png;false]", -- Frame Dialog "image[-0.25,-0.25;1,1;yl_speak_up_bg_dialog_tl.png]", "image[-0.25,22.25;1,1;yl_speak_up_bg_dialog_bl.png]", "image[19.25,-0.25;1,1;yl_speak_up_bg_dialog_tr.png]", "image[19.25,22.25;1,1;yl_speak_up_bg_dialog_br.png]", "image[-0.25,0.75;1,21.5;yl_speak_up_bg_dialog_hl.png]", "image[19.25,0.75;1,21.5;yl_speak_up_bg_dialog_hr.png]", "image[0.75,-0.25;18.5,1;yl_speak_up_bg_dialog_vt.png]", "image[0.75,22.25;18.5,1;yl_speak_up_bg_dialog_vb.png]", -- Frame Options "image[-0.25,23.75;1,1;yl_speak_up_bg_dialog_tl.png]", "image[-0.25,30.75;1,1;yl_speak_up_bg_dialog_bl.png]", "image[53.75,23.75;1,1;yl_speak_up_bg_dialog_tr.png]", "image[53.75,30.75;1,1;yl_speak_up_bg_dialog_br.png]", "image[-0.25,24.75;1,6;yl_speak_up_bg_dialog_hl.png]", "image[53.75,24.75;1,6;yl_speak_up_bg_dialog_hr.png]", "image[0.75,23.75;53,1;yl_speak_up_bg_dialog_vt.png]", "image[0.75,30.75;53,1;yl_speak_up_bg_dialog_vb.png]", "style_type[button;bgcolor=#a37e45]", "style_type[button_exit;bgcolor=#a37e45]", -- Dialog --[[ "background[-1,-1;22,25;yl_speak_up_bg_dialog2.png;false]", "background[-1,23;58,10;yl_speak_up_bg_dialog2.png;false]", "style_type[button;bgcolor=#a37e45]", ]]-- "label[0.3,0.6;", minetest.formspec_escape(dialog.n_npc), "]", "label[0.3,1.8;", minetest.formspec_escape(dialog.n_description)..owner_info, "]", "image[15.5,0.5;4,4;", portrait, "]", } -- this is used to build a list of all available dialogs for a dropdown menu in edit mode -- (only relevant in edit mode) local dialog_list = yl_speak_up.text_new_dialog_id -- find the right index for the dialog_list dropdown above local d_id_to_dropdown_index = {} -- allow to change skin, wielded items etc. if(edit_mode) then table.insert(formspec, "button[15.75,3.5;3.5,0.9;edit_skin;Edit Skin]") end -- display the window with the text the NPC is saying if(edit_mode and dialog and dialog.n_dialogs) then -- sort all dialogs by d_sort local sorted_list = yl_speak_up.get_sorted_options(dialog.n_dialogs, "d_sort") -- add buttons for previous/next dialog for i, d in ipairs(sorted_list) do -- build the list of available dialogs for the dropdown list(s) dialog_list = dialog_list..","..minetest.formspec_escape(d) if(d == c_d_id and sorted_list[ i-1 ]) then local prev_dialog = minetest.formspec_escape(sorted_list[i-1]) table.insert(formspec, "button[8.5,4.0;2,0.9;prev_dialog_"..prev_dialog..";<]") table.insert(formspec, "tooltip[prev_dialog_"..prev_dialog.. ";Go to previous dialog "..prev_dialog..".]") end if(d == c_d_id and sorted_list[ i+1 ]) then local next_dialog = minetest.formspec_escape(sorted_list[i+1]) table.insert(formspec, "button[11,4.0;2,0.9;next_dialog_"..next_dialog..";>]") table.insert(formspec, "tooltip[next_dialog_"..next_dialog.. ";Go to next dialog "..next_dialog..".]") end d_id_to_dropdown_index[d] = i + 1 end table.insert(formspec, "label[0.2,4.6;Dialog:]") -- "..minetest.formspec_escape(c_d_id)..":]") table.insert(formspec, "dropdown[3.0,4.0;5,1;d_id;"..dialog_list..";"..d_id_to_dropdown_index[c_d_id]..",]") table.insert(formspec, "tooltip[3.0,4.0;5,1;Select the dialog you want to edit. Currently, dialog "..c_d_id.." is beeing displayed.;#FFFFFF;#000000]") -- add a "+" button for creating a new dialog table.insert(formspec, "button[13.9,4.0;1,0.9;show_new_dialog;+]") table.insert(formspec, "tooltip[show_new_dialog;Create a new dialog.]") -- allow to edit name and description of the NPC table.insert(formspec, "button[13.4,0.3;2,0.9;button_edit_name_and_description;Edit]") table.insert(formspec, "tooltip[button_edit_name_and_description;Edit name and description of your NPC.]") table.insert(formspec, "button[15.7,0.3;2,0.9;button_save_dialog;Save]") table.insert(formspec, "tooltip[button_save_dialog;Save this dialog.]") table.insert(formspec, "textarea[0.2,5;19.6,17.8;d_text;;") table.insert(formspec, minetest.formspec_escape(active_dialog.d_text)) table.insert(formspec, "]") else if(alternate_text) then alternate_text = string.gsub(alternate_text, "%$TEXT%$", active_dialog.d_text) end -- replace $NPC_NAME$ etc. local t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text( (alternate_text or active_dialog.d_text), dialog, pname)) table.insert(formspec, "hypertext[0.2,5;19.6,17.8;d_text;") table.insert(formspec, t .. "\n") table.insert(formspec, "]") table.insert(formspec, "tooltip[d_text;") table.insert(formspec, t:trim()) table.insert(formspec, ";#000000;#FFFFFF]") end table.insert(formspec, "scrollbaroptions[min=0;max=14;smallstep=1;largestep=2;arrows=show]") table.insert(formspec, "scrollbar[0.2,24.2;0.2,7;vertical;scr0;0]") table.insert(formspec, "scroll_container[0,24;56,7;scr0;vertical;1]") h = -0.8 -- allow to delete entries that have no options later on local anz_options = 0 -- Let#s sort the options by o_sort if active_dialog ~= nil and active_dialog.d_options ~= nil then local sorted_buttons = {} for _, ad_v in pairs(active_dialog.d_options) do sorted_buttons[tonumber(ad_v.o_sort)] = ad_v anz_options = anz_options + 1 end for _, sb_v in pairs(sorted_buttons) do local oid = minetest.formspec_escape(sb_v.o_id) -- in edit_mode: show all options if edit_mode then h = h + 1 -- add a button "o_:" that leads to an edit formspec for this option table.insert(formspec, "button[2.3," .. h .. ";2,0.9;edit_option_" .. oid .. ";"..oid..":]") -- add a tooltip "Edit target dialog, pre(C)onditions and (Ef)fects for option o_" table.insert(formspec, "tooltip[edit_option_" .. oid .. ";Edit target dialog, pre(C)onditions and (Ef)fects for option "..oid..".]") -- find the right target dialog for this option (if it exists): local target_dialog = nil local results = active_dialog.d_options[sb_v.o_id].o_results -- has this option more results/effects than just switching to another dialog? local has_other_results = false if(results ~= nil) then for k, v in pairs(results) do if v.r_type == "dialog" and dialog.n_dialogs[v.r_value] ~= nil then -- there may be more than one in the data structure target_dialog = v.r_value elseif v.r_type ~= "dialog" then has_other_results = true end end end if(target_dialog) then -- add a button "-> d_" that leads to the target dialog (if one is set) table.insert(formspec, "button[9.0," .. h .. ";1,0.9;button_" .. oid .. ";->]") -- add a tooltip "Go to target dialog d_" table.insert(formspec, "tooltip[button_" .. oid .. ";Go to target dialog "..minetest.formspec_escape(target_dialog).." that will be shown when this option ("..oid..") is selected.]") -- selecting an option this way MUST NOT execute the pre(C)onditions or (Ef)fects! end -- allow to set a new target dialog table.insert(formspec, "dropdown[4.4,"..h..";4.7,1;d_id_"..oid..";"..dialog_list..";"..minetest.formspec_escape(d_id_to_dropdown_index[target_dialog] or "0")..",]") -- add a tooltip "Change target dialog" table.insert(formspec, "tooltip[4.4,"..h..";4.7,1;Change target dialog for option "..oid..".;#FFFFFF;#000000]") -- are there any prerequirements? local prereq = active_dialog.d_options[sb_v.o_id].o_prerequisites if(prereq and next(prereq)) then table.insert(formspec, "button[0.5," .. h .. ";0.5,0.9;conditions_"..oid..";C]") -- label: "There are pre(C)onditions required for showing this option. Display them." table.insert(formspec, "tooltip[conditions_" .. oid .. ";There are pre(C)onditions required for showing this option. Display them.]") end if(has_other_results) then table.insert(formspec, "button[1.6," .. h .. ";0.6,0.9;effects_"..oid..";Ef]") -- label: "There are further (Ef)fects (apart from switching to a new dialog) -- set for this option. Display them." table.insert(formspec, "tooltip[effects_" .. oid .. ";".. "There are further (Ef)fects (apart from switching\n".. "to a new dialog) set for this option. Display them.]") end local actions = active_dialog.d_options[sb_v.o_id].actions -- are there any actions defined? if(actions and next(actions)) then table.insert(formspec, "button[1.1," .. h .. ";0.5,0.9;effects_"..oid..";A]") table.insert(formspec, "tooltip[effects_" .. oid .. ";".. "There is an (A)ction (i.e. a trade) that will happen\n".. "when switching to a new dialog. Display effects and\n".. "trade of this option.]") end -- show the actual text for the option table.insert(formspec, "field[9.9," .. h .. ";44.4,0.9;text_option_" .. oid .. ";;".. minetest.formspec_escape(sb_v.o_text_when_prerequisites_met).."]") -- add a tooltip "Edit the text that is displayed on button o_." table.insert(formspec, "tooltip[text_option_" .. oid .. ";Edit the text that is displayed on button "..oid..".]") -- normal mode: show an option if the prerequirements (if any are defined) are met elseif allowed[sb_v.o_id] == true then h = h + 1 -- replace $NPC_NAME$ etc. local t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text( sb_v.o_text_when_prerequisites_met, dialog, pname)) table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;button_" .. oid .. ";]") table.insert( formspec, "tooltip[button_" .. oid .. ";" .. t .. "]" ) local l = h + 0.45 table.insert(formspec, "label[0.7," .. l .. ";" .. t .. "]") else if sb_v.o_hide_when_prerequisites_not_met == "true" then else -- replace $NPC_NAME$ etc. local t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text( sb_v.o_text_when_prerequisites_not_met, dialog, pname)) if sb_v.o_grey_when_prerequisites_not_met == "true" and sb_v.o_text_when_prerequisites_not_met == "" then h = h + 1 table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;button_" .. oid .. ";]") table.insert( formspec, "tooltip[button_" .. oid .. ";" .. yl_speak_up.message_button_option_prerequisites_not_met_default .. "]" ) local l = h + 0.45 table.insert( formspec, "label[0.7," .. l .. ";" .. yl_speak_up.message_button_option_prerequisites_not_met_default .. "]" ) table.insert(formspec, "box[0.5," .. h .. ";53.8,0.9;#BBBBBB]") end if sb_v.o_grey_when_prerequisites_not_met == "true" and sb_v.o_text_when_prerequisites_not_met ~= "" then h = h + 1 table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;button_" .. oid .. ";]") table.insert( formspec, "tooltip[button_" .. oid .. ";" .. t .. "]" ) local l = h + 0.45 table.insert( formspec, "label[0.7," .. l .. ";" .. t .. "]" ) table.insert(formspec, "box[0.5," .. h .. ";53.8,0.9;#BBBBBB]") end if sb_v.o_grey_when_prerequisites_not_met == "false" and sb_v.o_text_when_prerequisites_not_met == "" then -- no hide, no grey, no text end if sb_v.o_grey_when_prerequisites_not_met == "false" and sb_v.o_text_when_prerequisites_not_met ~= "" then -- no grey, but text h = h + 1 table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;button_" .. oid .. ";]") table.insert( formspec, "tooltip[button_" .. oid .. ";" .. t .. "]" ) local l = h + 0.45 table.insert( formspec, "label[0.7," .. l .. ";" .. t .. "]" ) end end end end end -- If in edit mode, add two new menu entries: "add new options" and "end edit mode". if(edit_mode) then -- chat option: "Add a new answer/option to this dialog." h = h + 1 if(anz_options < yl_speak_up.max_number_of_options_per_dialog) then table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;add_option;]") table.insert(formspec, "tooltip[add_option;Adds a new option to this dialog. You can ".. "delete options via the option edit menu.]") table.insert(formspec, "label[0.7,"..(h+0.45)..";Add a new option/answer to this dialog. ".. "You can delete options via the option edit menu.]") -- the amount of allowed options/answers has been reached else table.insert(formspec, "box[0.5,"..h..";53.8,0.9;#BBBBBB]") table.insert(formspec, "label[0.7,"..(h+0.45)..";Maximum number of allowed answers/options ".. "reached. No further options/answers can be added.]") end -- chat option: "Delete this dialog." h = h + 1 if(active_dialog and active_dialog.d_text == "" and anz_options == 0) then table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;delete_this_empty_dialog;]") table.insert(formspec, "tooltip[delete_this_empty_dialog;Dialogs can only be deleted ".. "when they are empty and have no more options/answers. This is the case here, ".. "so the dialog can be deleted.]") table.insert(formspec, "label[0.7,"..(h+0.45)..";Delete this empty dialog.]") -- (but only show this option if the dialog is empty) else table.insert(formspec, "box[0.5,"..h..";53.8,0.9;#BBBBBB]") table.insert(formspec, "label[0.7,"..(h+0.45)..";If you want to delete this dialog, you ".. "need to delete all options and its text first.]") end -- chat option: "Show what points to this dialog." h = h + 1 table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;show_what_points_to_this_dialog;]") table.insert(formspec, "tooltip[show_what_points_to_this_dialog;".. "Show which other dialog options or failed actions\n".. "or effects lead the player to this dialog here.]") table.insert(formspec, "label[0.7,"..(h+0.45)..";Show what points to this dialog.]") -- chat option: "Make this dialog the first one shown when starting to talk." h = h + 1 if(active_dialog and active_dialog.d_sort and tonumber(active_dialog.d_sort) ~= 0) then table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;make_first_option;]") table.insert(formspec, "tooltip[make_first_option;The NPC has to start with one dialog ".. "when he is right-clicked. Make this dialog the one shown.]") table.insert(formspec, "label[0.7,"..(h+0.45)..";Make this dialog the first one shown ".. "when starting a conversation.]") -- (but only show this option if it's not already the first one) else table.insert(formspec, "box[0.5,"..h..";53.8,0.9;#BBBBBB]") table.insert(formspec, "label[0.7,"..(h+0.45)..";This dialog will be shown whenever ".. "a conversation is started.]") end -- access the inventory of the NPC h = h + 1 table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;show_inventory;]") table.insert(formspec, "tooltip[show_inventory;Access and manage the inventory of the NPC. ".. "This is used for adding trade items, getting collected payments and managing ".. "quest items.]") table.insert(formspec, "label[0.7,"..(h+0.45)..";".. "Show your inventory (only accessible to owner)!]") -- chat option: Mute/Unmute NPC h = h + 1 local obj = yl_speak_up.speak_to[pname].obj -- some precautions - someone else might have eliminated the NPC in the meantime local luaentity = nil if(obj) then luaentity = obj:get_luaentity() end if(luaentity and luaentity.yl_speak_up.talk) then table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;mute_npc;]") table.insert(formspec, "tooltip[mute_npc;The NPC will no longer show his dialogs ".. "when he is right-clicked. This is useful while you edit the NPC and don't ".. "want players to see unfinished entries and/or quests.]") table.insert(formspec, "label[0.7,"..(h+0.45)..";State: Not muted. Stop talking to other ".. "players while I give you new orders.]") elseif(luaentity) then -- unmute the NPC table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;un_mute_npc;]") table.insert(formspec, "tooltip[un_mute_npc;The NPC will show his dialogs to other ".. "players when he is right-clicked. This is the normal mode of operation. Choose ".. "this when you are finished editing.]") table.insert(formspec, "label[0.7,"..(h+0.45)..";State: You are currently muted. Talk to ".. "anyone again who wants to talk to you.]") end -- chat option: "That was all. I'm finished with giving you new orders. Remember them!" h = h + 1 table.insert(formspec, "button_exit[0.5," .. h .. ";53.8,0.9;button_end_edit_mode;]") table.insert(formspec, "tooltip[button_end_edit_mode;Ends edit mode. From now on, your NPC will talk to you like he talks to other players. You can always give him new orders by entering edit mode again.]") table.insert(formspec, "label[0.7,"..(h+0.45)..";That was all. I'm finished with giving you new orders. Remember them!]") -- Offer to enter edit mode if the player has the npc_talk_owner priv AND owns the npc. -- The npc_master priv allows to edit all NPC. elseif(yl_speak_up.may_edit_npc(player, n_id)) then -- chat option: "I am your owner. I have new orders for you. h = h + 1 table.insert(formspec, "button_exit[0.5," .. h .. ";53.8,0.9;button_start_edit_mode;]") table.insert(formspec, "tooltip[button_start_edit_mode;Enters edit mode. In this mode, you can edit the texts the NPC says and the answers that can be given.]") table.insert(formspec, "label[0.7,"..(h+0.45)..";I am your owner. I have new orders for you.]") end -- add a Let's trade button to the first dialog if the NPC has trades if(active_dialog and active_dialog.d_sort and tonumber(active_dialog.d_sort) == 0 and dialog.trades) then local has_trades = nil for k, v in pairs(dialog.trades) do -- has the NPC any *public* trades that are not effects/results? if(not(v.hide) and not(v.d_id)) then has_trades = true break end end if(has_trades) then h = h + 1 table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;show_trade_list;]") table.insert(formspec, "tooltip[show_trade_list;Show a list of trades the NPC has to offer.]") table.insert(formspec, "label[0.7,"..(h+0.45)..";Let's trade!]") end end h = h + 1 table.insert(formspec, "button_exit[0.5," .. h .. ";53.8,0.9;button_exit;]") table.insert(formspec, "tooltip[button_exit;" .. yl_speak_up.message_button_option_exit .. "]") local l = h + 0.45 table.insert(formspec, "label[0.7," .. l .. ";" .. yl_speak_up.message_button_option_exit .. "]") table.insert(formspec, "scroll_container_end[]") table.insert(formspec, "container_end[]") -- if the player has an older formspec version -- TODO: the version for older formspec versions lacks quite a lot - in particular regarding editing else minetest.log( "info", "[MOD] yl_speak_up: User " .. pname .. " talked to NPC ID n_" .. n_id .. " with an old formspec version!" ) local upgrade_warning = "" local max_number_of_buttons = yl_speak_up.max_number_of_buttons local start_index = yl_speak_up.speak_to[pname].option_index if formspec_v < 3 or protocol_v < 39 then local warn = { "box[0.3,3;15,2;red]", "label[0.7,3.2;", yl_speak_up.text_version_warning, "]" } upgrade_warning = table.concat(warn, "") end if(alternate_text) then alternate_text = string.gsub(alternate_text, "%$TEXT%$", active_dialog.d_text) end -- replace $NPC_NAME$ etc. local t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text( (alternate_text or active_dialog.d_text), dialog, pname)) formspec = { "formspec_version[1]", "size[48,28]", "position[0,0.45]", "anchor[0,0.45]", "no_prepend[]", "bgcolor[#00000000;false]", -- Container "container[2,0.75]", -- Background "background[0,0;20,17;yl_speak_up_bg_dialog.png]", "background[0,18;45,8;yl_speak_up_bg_dialog.png]", -- Frame Dialog "image[-0.35,-0.35;1,1;yl_speak_up_bg_dialog_tl.png]", "image[-0.35,16.25;1,1;yl_speak_up_bg_dialog_bl.png]", "image[19.35,-0.35;1,1;yl_speak_up_bg_dialog_tr.png]", "image[19.35,16.25;1,1;yl_speak_up_bg_dialog_br.png]", "image[-0.35,0.35;1,19.5;yl_speak_up_bg_dialog_hl.png]", "image[19.35,0.35;1,19.5;yl_speak_up_bg_dialog_hr.png]", "image[0.35,-0.35;24.5,1;yl_speak_up_bg_dialog_vt.png]", "image[0.35,16.25;24.5,1;yl_speak_up_bg_dialog_vb.png]", -- Frame Options "image[-0.35,17.65;1,1;yl_speak_up_bg_dialog_tl.png]", "image[-0.35,25.35;1,1;yl_speak_up_bg_dialog_bl.png]", "image[44.35,17.65;1,1;yl_speak_up_bg_dialog_tr.png]", "image[44.35,25.35;1,1;yl_speak_up_bg_dialog_br.png]", "image[-0.35,18.35;1,8.5;yl_speak_up_bg_dialog_hl.png]", "image[44.35,18.35;1,8.5;yl_speak_up_bg_dialog_hr.png]", "image[0.35,17.65;56.5,1;yl_speak_up_bg_dialog_vt.png]", "image[0.35,25.35;56.5,1;yl_speak_up_bg_dialog_vb.png]", -- Upgrade Warning upgrade_warning, -- Dialog "label[0.3,0.6;", minetest.formspec_escape(dialog.n_npc), "]", "label[0.3,1.8;", minetest.formspec_escape(dialog.n_description), "]", "image[15.5,0.5;4,4;", portrait, "]", "textarea[0.5,5;19.6,13.5;;;", t .. "\n", "]", "container[0,18]" } h = -1 if active_dialog ~= nil and active_dialog.d_options ~= nil then -- Let's sort the options by o_sort. local sorted_buttons = {} for _, ad_v in pairs(active_dialog.d_options) do sorted_buttons[tonumber(ad_v.o_sort)] = ad_v end if #sorted_buttons > max_number_of_buttons then -- Generate arrows table.insert(formspec, "button[0.1,0;1,0.9;button_down;^]") table.insert(formspec, "button[0.1,7.0;1,0.9;button_up;v]") end local counter = 1 for _, sb_v in pairs(sorted_buttons) do local end_index = start_index + max_number_of_buttons if counter >= start_index and counter < end_index then local oid = minetest.formspec_escape(sb_v.o_id) if allowed[sb_v.o_id] == true then h = h + 1 table.insert( formspec, "button[1," .. h .. ";44,0.9;button_" .. oid .. ";" .. minetest.formspec_escape(sb_v.o_text_when_prerequisites_met) .. "]" ) table.insert( formspec, "tooltip[button_" .. oid .. ";" .. minetest.formspec_escape(sb_v.o_text_when_prerequisites_met) .. "]" ) else if sb_v.o_hide_when_prerequisites_not_met == "true" then -- hide! Nothing to do else if sb_v.o_grey_when_prerequisites_not_met == "true" and sb_v.o_text_when_prerequisites_not_met == "" then h = h + 1 local l = h - 0.2 table.insert(formspec, "box[1," .. l .. ";43,1;#BBBBBB]") table.insert( formspec, "label[3," .. h .. ";" .. yl_speak_up.message_button_option_prerequisites_not_met_default .. "]" ) end if sb_v.o_grey_when_prerequisites_not_met == "true" and sb_v.o_text_when_prerequisites_not_met ~= "" then h = h + 1 local l = h - 0.2 table.insert(formspec, "box[1," .. l .. ";43,1;#BBBBBB]") table.insert( formspec, "label[3," .. h .. ";" .. yl_speak_up.message_button_option_prerequisites_not_met_default .. " : " .. minetest.formspec_escape(sb_v.o_text_when_prerequisites_not_met) .. "]" ) end if sb_v.o_grey_when_prerequisites_not_met == "false" and sb_v.o_text_when_prerequisites_not_met == "" then -- no hide, no grey, no text end if sb_v.o_grey_when_prerequisites_not_met == "false" and sb_v.o_text_when_prerequisites_not_met ~= "" then h = h + 1 table.insert( formspec, "button[1," .. h .. ";44,0.9;button_" .. oid .. ";" .. minetest.formspec_escape(sb_v.o_text_when_prerequisites_not_met) .. "]" ) table.insert( formspec, "tooltip[button_" .. oid .. ";" .. minetest.formspec_escape(sb_v.o_text_when_prerequisites_not_met) .. "]" ) end end end end counter = counter + 1 end end h = h + 1 table.insert( formspec, "button_exit[1," .. h .. ";44,0.9;button_exit;" .. yl_speak_up.message_button_option_exit .. "]" ) table.insert(formspec, "tooltip[button_exit;" .. yl_speak_up.message_button_option_exit .. "]") table.insert(formspec, "container_end[]") table.insert(formspec, "container_end[]") end return table.concat(formspec, "") end -- receive fields -- talk -- helper function -- the option to override next_id and provide a value is needed when a new dialog was -- added, then edited, and then discarded; it's still needed after that, but has to -- be reset to empty state (wasn't stored before) yl_speak_up.add_new_dialog = function(dialog, pname, next_id) if(not(next_id)) then next_id = yl_speak_up.find_next_id(dialog.n_dialogs) end local future_d_id = "d_" .. next_id -- Initialize empty dialog dialog.n_dialogs[future_d_id] = { d_id = future_d_id, d_type = "text", d_text = "", d_sort = next_id } -- store that there have been changes to this npc -- (better ask only when the new dialog is changed) -- table.insert(yl_speak_up.npc_was_changed[ yl_speak_up.edit_mode[pname] ], -- "Dialog "..future_d_id..": New dialog added.") return future_d_id end -- add a new result to option o_id of dialog d_id yl_speak_up.add_new_result = function(dialog, d_id, o_id) if(not(dialog) or not(dialog.n_dialogs) or not(dialog.n_dialogs[d_id]) or not(dialog.n_dialogs[d_id].d_options) or not(dialog.n_dialogs[d_id].d_options[o_id])) then return end -- create a new result (first the id, then the actual result) local future_r_id = "r_" .. yl_speak_up.find_next_id(dialog.n_dialogs[d_id].d_options[o_id].o_results) if future_r_id == "r_1" then dialog.n_dialogs[d_id].d_options[o_id].o_results = {} end dialog.n_dialogs[d_id].d_options[o_id].o_results[future_r_id] = {} return future_r_id end -- this is useful for result types that can exist only once per option -- (apart from editing with the staff); -- examples: "dialog" and "trade"; -- returns tue r_id or nil if no result of that type has been found yl_speak_up.get_result_id_by_type = function(dialog, d_id, o_id, result_type) if(not(dialog) or not(dialog.n_dialogs) or not(dialog.n_dialogs[d_id]) or not(dialog.n_dialogs[d_id].d_options) or not(dialog.n_dialogs[d_id].d_options[o_id])) then return end local results = dialog.n_dialogs[d_id].d_options[o_id].o_results if(not(results)) then return end for k, v in pairs(results) do if(v.r_type == result_type) then return k end end end -- helper function for sorting options/answers using options[o_id].o_sort -- (or dialogs by d_sort) yl_speak_up.get_sorted_options = function(options, sort_by) local sorted_list = {} for k,v in pairs(options) do table.insert(sorted_list, k) end table.sort(sorted_list, function(a,b) -- sadly not all entries are numeric if(tonumber(options[a][sort_by]) and tonumber(options[b][sort_by])) then return (tonumber(options[a][sort_by]) < tonumber(options[b][sort_by])) -- numbers have a higher priority elseif(tonumber(options[a][sort_by])) then return true elseif(tonumber(options[b][sort_by])) then return false -- if the value is the same: sort by index elseif(options[a][sort_by] == options[b][sort_by]) then return (a < b) else return (options[a][sort_by] < options[b][sort_by]) end end ) return sorted_list end -- simple sort of keys of a table numericly; -- this is not efficient - but that doesn't matter: the lists are small and -- it is only executed when configuring an NPC -- simple: if the parameter is true, the keys will just be sorted (i.e. player names) - which is -- not enough for d_, o_ etc. (which need more care when sorting) yl_speak_up.sort_keys = function(t, simple) local keys = {} for k, v in pairs(t) do -- add a prefix so that p_2 ends up before p_10 if(not(simple) and string.len(k) == 3) then k = "a"..k end table.insert(keys, k) end table.sort(keys) if(simple) then return keys end for i,k in ipairs(keys) do -- avoid cutting the single a from a_1 (action 1) if(k and string.sub(k, 1, 1) == "a" and string.sub(k, 2, 2) ~= "_") then -- remove the leading blank keys[i] = string.sub(k, 2) end end return keys end -- helper function for yl_speak_up.edit_mode_apply_changes; -- makes sure the new dialog (and a result/effect "dialog" for each option) exist yl_speak_up.prepare_new_dialog_for_option = function(dialog, pname, n_id, d_id, o_id,target_dialog,o_results) -- is there a result/effect of the type "dialog" already? else use a fallback local result = {r_value = "-default-"} if(o_results) then for kr, vr in pairs(o_results) do if( vr.r_type == "dialog" ) then result = vr end end end -- this may also point to a new dialog if(target_dialog == yl_speak_up.text_new_dialog_id) then -- create a new dialog and show it as new target dialog - but do not display -- this dialog directly (the player may follow the -> button) target_dialog = yl_speak_up.add_new_dialog(dialog, pname, nil) elseif( result.r_value and result.r_value == target_dialog) then -- no problem - the right dialog is set already return target_dialog end -- store that a new option has been added to this dialog table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": The target dialog for option ".. tostring(o_id).." was changed from ".. tostring(result.r_value or "-default-").." to ".. tostring(target_dialog)..".") -- does the result/effect of type "dialog" exist already? then we're done if(result.r_type and result.r_type == "dialog") then -- actually change the target dialog result.r_value = target_dialog return target_dialog end -- create a new result (first the id, then the actual result) local future_r_id = yl_speak_up.add_new_result(dialog, d_id, o_id) -- actually store the new result dialog.n_dialogs[d_id].d_options[o_id].o_results[future_r_id] = { r_id = future_r_id, r_type = "dialog", r_value = target_dialog} return target_dialog end -- helper function for formspec "yl_speak_up:talk" *and* formspec "yl_speak_up:edit_option_dialog" -- when a parameter was changed in edit mode; -- this is called when the player is in edit_mode (editing the NPC); -- the function checks if the player has changed any parameters -- Parameters: -- pname player name -- fields the fields returned from the formspec -- Returns: -- result table with information about what was added -- (for now, only result.show_next_option is of intrest in the option edit menu) yl_speak_up.edit_mode_apply_changes = function(pname, fields) local n_id = yl_speak_up.edit_mode[pname] local d_id = yl_speak_up.speak_to[pname].d_id local dialog = yl_speak_up.speak_to[pname].dialog -- this way we can store the actual changes and present them to the player for saving if(not(yl_speak_up.npc_was_changed[ n_id ])) then yl_speak_up.npc_was_changed[ n_id ] = {} end -- nothing to do if that dialog does not exist if(not(d_id) or not(dialog.n_dialogs) or not(dialog.n_dialogs[ d_id ])) then return end -- allow owner to mute/unmute npc (would be bad if players can already see what is going -- to happen while the owner creates a long quest) -- mute/unmute gets logged in the function and does not need extra log entries local obj = yl_speak_up.speak_to[pname].obj if(fields.mute_npc and obj) then yl_speak_up.set_muted(pname, obj, true) elseif(fields.un_mute_npc and obj) then yl_speak_up.set_muted(pname, obj, false) end -- new options etc. may be added; store these IDs so that we can switch to the right target local result = {} -- make this the first dialog shown when starting a conversation if(fields.make_first_option) then -- check which dialog(s) previously had the highest priority and change thsoe for k, v in pairs(dialog.n_dialogs) do if(v and v.d_sort and (v.d_sort=="0" or v.d_sort==0)) then -- try to derive a sensible future sort priority from the key: -- here we make use of the d_ pattern; but even if that fails to yield -- a number, the sort function will later be able to deal with it anyway local new_priority = string.sub(k, 3) dialog.n_dialogs[ k ].d_sort = new_priority end end -- actually make this the chat with the highest priority dialog.n_dialogs[ d_id ].d_sort = "0" -- this is not immediately saved, even though the changes to the previous dialog with -- the highest priority cannot be automaticly undone (but as long as it is not saved, -- it really does not matter; and when saving, the player has to take some care) table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": Turned into new start dialog.") end -- detect changes to d_text: text of the dialog (what the npc is saying) -- (only happens in dialog edit menu) if(fields.d_text and dialog.n_dialogs[ d_id ].d_text ~= fields.d_text) then -- store that there have been changes to this npc table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": d_text (what the NPC says) was changed from \"".. tostring( dialog.n_dialogs[ d_id ].d_text).. "\" to \""..tostring(fields.d_text).."\".") -- actually change the text - but do not save to disk yet dialog.n_dialogs[ d_id ].d_text = fields.d_text end -- add a new option/answer if(fields[ "add_option"]) then -- count the options/answers so that the limit is not exceeded local anz_options = 0 local future_o_id = "o_" .. yl_speak_up.find_next_id(dialog.n_dialogs[d_id].d_options) if dialog.n_dialogs[d_id].d_options == nil then dialog.n_dialogs[d_id].d_options = {} else local sorted_list = yl_speak_up.get_sorted_options(dialog.n_dialogs[d_id].d_options, "o_sort") anz_options = #sorted_list end -- we don't want an infinite amount of answers per dialog if(anz_options >= yl_speak_up.max_number_of_options_per_dialog) then -- this is already checked earlier on and the button only shown if -- options can be added; so this can reamin a chat message minetest.chat_send_player(pname, "Sorry. Only ".. tostring(yl_speak_up.max_number_of_options_per_dialog).. " options/answers are allowed per dialog.") fields.add_option = nil else dialog.n_dialogs[d_id].d_options[future_o_id] = { o_id = future_o_id, o_hide_when_prerequisites_not_met = "false", o_grey_when_prerequisites_not_met = "false", o_sort = -1, o_text_when_prerequisites_not_met = "", o_text_when_prerequisites_met = "", } -- necessary in order for it to work local s = yl_speak_up.sanitize_sort(dialog.n_dialogs[d_id].d_options, yl_speak_up.speak_to[pname].o_sort) dialog.n_dialogs[d_id].d_options[future_o_id].o_sort = s table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": Added new option/answer "..future_o_id..".") -- if this is selected in the options edit menu, we want to move straight on to the new option result["show_next_option"] = future_o_id end end if(fields[ "del_option"] and fields.o_id and dialog.n_dialogs[d_id].d_options[fields.o_id]) then local o_id = fields.o_id -- which dialog to show instead of the deleted one? local next_o_id = o_id local sorted_list = yl_speak_up.get_sorted_options(dialog.n_dialogs[d_id].d_options, "o_sort") for i, o in ipairs(sorted_list) do if(o == o_id and sorted_list[ i+1 ]) then next_o_id = sorted_list[ i+1 ] elseif(o == o_id and sorted_list[ i-1 ]) then next_o_id = sorted_list[ i-1 ] end end table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": Option "..tostring(o_id).." deleted.") -- actually delete the dialog dialog.n_dialogs[d_id].d_options[o_id] = nil -- the current dialog is deleted; we need to show another one result["show_next_option"] = next_o_id -- after deleting the entry, all previous/further changes to it are kind of unintresting return result end -- ignore entries to o_sort if they are not a number if(fields[ "edit_option_o_sort"] and tonumber(fields[ "edit_option_o_sort"]) and fields.o_id and dialog.n_dialogs[d_id].d_options[fields.o_id]) then local o_id = fields.o_id local new_nr = tonumber(fields[ "edit_option_o_sort"]) local old_nr = tonumber(dialog.n_dialogs[d_id].d_options[o_id].o_sort) -- if the nr is -1 (do not show) then we are done already: nothing to do if(old_nr == new_nr) then -- -1: do not list as option/answer (but still store and keep it) elseif(new_nr == -1 and old_nr ~= -1) then dialog.n_dialogs[d_id].d_options[o_id].o_sort = "-1" table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": Option "..tostring(o_id).." was set to -1 (do not list).") else -- get the old sorted list local sorted_list = yl_speak_up.get_sorted_options(dialog.n_dialogs[d_id].d_options, "o_sort") -- negative numbers are not shown local entries_shown_list = {} for i, o in ipairs(sorted_list) do local n = tonumber(dialog.n_dialogs[d_id].d_options[o].o_sort) if(n and n > 0 and o ~= o_id) then table.insert(entries_shown_list, o) end end -- insert the entry at the new position and let lua do the job table.insert(entries_shown_list, new_nr, o_id) -- take the indices from that new list as new sort values and store them; -- this has the side effect that duplicate entries get sorted out as well for i, o in ipairs(entries_shown_list) do dialog.n_dialogs[d_id].d_options[o].o_sort = tostring(i) end -- store that there was a cahnge table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": Option "..tostring(o_id).." was moved to position ".. tostring(new_nr)..".") end end -- changes to options are not possible if there are none if(dialog.n_dialogs[ d_id ].d_options) then -- detect changes to text_option_: text for option for k, v in pairs(dialog.n_dialogs[ d_id ].d_options) do if( fields[ "text_option_"..k ] and fields[ "text_option_"..k ] ~= v.o_text_when_prerequisites_met ) then -- store that there have been changes to this npc table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": The text for option "..tostring(k).. " was changed from \""..tostring(v.o_text_when_prerequisites_met).. "\" to \""..tostring(fields[ "text_option_"..k]).."\".") -- actually change the text of the option dialog.n_dialogs[ d_id ].d_options[ k ].o_text_when_prerequisites_met = fields[ "text_option_"..k ] end end -- detect changes to d_id_: target dialog for option for k, v in pairs(dialog.n_dialogs[ d_id ].d_options) do if(fields[ "d_id_"..k ]) then local new_target_dialog = yl_speak_up.prepare_new_dialog_for_option( dialog, pname, n_id, d_id, k, fields[ "d_id_"..k ], v.o_results) if(new_target_dialog ~= fields[ "d_id_"..k ]) then fields[ "d_id_"..k ] = new_target_dialog -- in options edit menu: show this update result["show_next_option"] = k end end end end -- add a new dialog; either via "+" button or "New dialog" in dialog dropdown menu -- this has to be done after all the other changes because those (text changes etc.) still -- apply to the *old* dialog if(fields.show_new_dialog or(fields["d_id"] and fields["d_id"] == yl_speak_up.text_new_dialog_id)) then -- create the new dialog and make sure it gets shown local d_id = yl_speak_up.add_new_dialog(dialog, pname, nil) -- actually show the new dialog fields["d_id"] = d_id fields["show_new_dialog"] = nil end -- delete one empty dialog if(fields.delete_this_empty_dialog) then local anz_options = 0 -- we need to show a new dialog after this one was deleted local new_dialog = d_id local sorted_list = yl_speak_up.get_sorted_options(dialog.n_dialogs, "d_sort") for i, k in ipairs(sorted_list) do -- count the options of this dialog if(k == d_id) then if(dialog.n_dialogs[d_id].d_options) then for o, w in pairs(dialog.n_dialogs[d_id].d_options) do anz_options = anz_options + 1 end end if(sorted_list[i+1]) then new_dialog = sorted_list[i+1] elseif(sorted_list[i-1]) then new_dialog = sorted_list[i-1] end end end -- there needs to be one dialog left after deleting this one, if(#sorted_list > 1 -- this dialog isn't allowed to hold any more options/answers and anz_options == 0 -- we really found a new dialog to show and new_dialog ~= d_id -- and the text needs to be empty and dialog.n_dialogs[ d_id ].d_text == "") then -- actually delete this dialog dialog.n_dialogs[ d_id ] = nil -- ..and store it to disk yl_speak_up.delete_dialog(n_id, d_id) yl_speak_up.log_change(pname, n_id, "Deleted dialog "..tostring(d_id)..".") -- switch to another dialog (this one was deleted after all) fields["d_id"] = new_dialog fields["show_new_dialog"] = nil else -- deleting is only possible from the talk menu, and there the delete -- button is only shown if the dialog can be deleted; so this can remain -- a chat message minetest.chat_send_player(pname, "Sorry. This dialog cannot be deleted (yet). ".. "It is either the only dialog left or has a non-empty text or has at ".. "least on remaining option/answer.") end end -- not in options edit menu? local o_id = fields.o_id if(not(o_id)) then return result end local d_option = dialog.n_dialogs[ d_id ].d_options[ o_id ] -- change alternate text when preconditions are not met -- (only happens in options edit menu) if(fields.option_text_not_met and d_option and d_option.o_text_when_prerequisites_not_met ~= fields.option_text_not_met) then -- add change to changelog table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": The alternate text for option "..tostring(o_id).. " was changed from \"".. tostring(d_option.o_text_when_prerequisites_not_met).."\" to \"".. tostring(fields.option_text_not_met).."\".") -- actually change the text of the option d_option.o_text_when_prerequisites_not_met = fields.option_text_not_met end -- toggle autoselection/autoclick of an option if(d_option and fields.option_autoanswer and fields.option_autoanswer ~= "") then if(d_option.o_autoanswer and d_option.o_autoanswer == 1 and fields.option_autoanswer == "by clicking on it") then d_option.o_autoanswer = nil table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": The modus for option "..tostring(o_id).. " was changed from \"automaticly\" to \"by clicking on it\".") elseif((not(d_option.o_autoanswer) or d_option.o_autoanswer ~= 1) and fields.option_autoanswer == "automaticly") then d_option.o_autoanswer = 1 table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": The modus for option "..tostring(o_id).. " was changed from \"by clicking on it\" to \"automaticly\".") end end -- handle hide/grey out/show alternate answer -- (only happens in options edit menu) if(fields.hide_or_grey_or_alternate_answer and d_option) then if(fields.hide_or_grey_or_alternate_answer == "..hide this answer." and d_option.o_hide_when_prerequisites_not_met ~= "true") then d_option.o_hide_when_prerequisites_not_met = "true" d_option.o_grey_when_prerequisites_not_met = "false" table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": If precondition for option "..tostring(o_id).. " is not met, hide option/answer.") -- make sure we show this options update next result["show_next_option"] = o_id elseif(fields.hide_or_grey_or_alternate_answer == "..grey out the following answer:" and d_option.o_grey_when_prerequisites_not_met ~= "true") then d_option.o_hide_when_prerequisites_not_met = "false" d_option.o_grey_when_prerequisites_not_met = "true" table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": If precondition for option "..tostring(o_id).. " is not met, grey out option/answer.") result["show_next_option"] = o_id elseif(fields.hide_or_grey_or_alternate_answer == "..display the following alternate answer:" and (d_option.o_hide_when_prerequisites_not_met ~= "false" or d_option.o_grey_when_prerequisites_not_met) ~= "false") then d_option.o_hide_when_prerequisites_not_met = "false" d_option.o_grey_when_prerequisites_not_met = "false" table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": If precondition for option "..tostring(o_id).. " is not met, show alternate option/answer.") result["show_next_option"] = o_id end end -- how many times can the player fail to execute the action successfully? if(fields[ "timer_max_attempts_on_failure"]) then local field_name = "timer_max_attempts_on_failure" local timer_name = "timer_on_failure_"..tostring(d_id).."_"..tostring(o_id) if(not(tonumber(fields[ field_name ]))) then fields[ field_name ] = 0 end -- make sure the variable exists if(yl_speak_up.add_time_based_variable(timer_name)) then yl_speak_up.set_variable_metadata(timer_name, nil, "parameter", "max_attempts", fields[ field_name ]) end end -- ..and how long has the player to wait in order to try again? if(fields[ "timer_max_seconds_on_failure"]) then local field_name = "timer_max_seconds_on_failure" local timer_name = "timer_on_failure_"..tostring(d_id).."_"..tostring(o_id) if(not(tonumber(fields[ field_name ]))) then fields[ field_name ] = 0 end -- make sure the variable exists if(yl_speak_up.add_time_based_variable(timer_name)) then yl_speak_up.set_variable_metadata(timer_name, nil, "parameter", "duration", fields[ field_name ]) end end if(fields[ "timer_max_seconds_on_success"]) then local field_name = "timer_max_seconds_on_success" local timer_name = "timer_on_success_"..tostring(d_id).."_"..tostring(o_id) if(not(tonumber(fields[ field_name ]))) then fields[ field_name ] = 0 end -- make sure the variable exists if(yl_speak_up.add_time_based_variable(timer_name)) then yl_speak_up.set_variable_metadata(timer_name, nil, "parameter", "duration", fields[ field_name ]) end end -- currently only contains result["show_new_option"] (which is needed for options edit menu) return result end -- end of yl_speak_up.edit_mode_apply_changes -- identify multiple results that lead to target dialogs yl_speak_up.check_for_disambigous_results = function(n_id, pname) local errors_found = false local dialog = yl_speak_up.load_dialog(n_id) -- nothing defined yet - nothing to repair if(not(dialog.n_dialogs)) then return end -- iterate over all dialogs for d_id, d in pairs(dialog.n_dialogs) do if(d_id and d and d.d_options) then -- iterate over all options for o_id, o in pairs(d.d_options) do if(o_id and o and o.o_results) then local dialog_results = {} -- iterate over all results for r_id, r in pairs(o.o_results) do if(r.r_type == "dialog") then table.insert(dialog_results, r_id) end end if(#dialog_results>1) then minetest.chat_send_player(pname, "ERROR: Dialog ".. tostring(d_id)..", option "..tostring(o_id).. ", has multiple results of type dialog: ".. minetest.serialize(dialog_results)..". Please ".. "let someone with npc_master priv fix that first!") errors_found = true end end end end end return errors_found end yl_speak_up.input_talk = function(player, formname, fields) if formname ~= "yl_speak_up:talk" then return end local pname = player:get_player_name() local o = "" local n_id = yl_speak_up.speak_to[pname].n_id -- the NPC needs to be configured first; route input to the configuration dialog if(not(yl_speak_up.speak_to[pname].dialog) or not(yl_speak_up.speak_to[pname].dialog.n_npc) or not(yl_speak_up.speak_to[pname].d_id)) then yl_speak_up.input_fs_initial_config(player, formname, fields) return end -- Is the player working on this particular npc? local edit_mode = (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) -- if in edit mode: detect if something was changed; if(edit_mode or fields.button_edit_name_and_description) then local result = yl_speak_up.edit_mode_apply_changes(pname, fields) end -- show which dialogs point to this one if(edit_mode and fields.show_what_points_to_this_dialog) then local dialog = yl_speak_up.speak_to[pname].dialog local d_id = yl_speak_up.speak_to[pname].d_id yl_speak_up.show_fs(player, "show_what_points_to_this_dialog", yl_speak_up.speak_to[pname].d_id) return end -- the player wants to change name and description; show the formspec if(edit_mode and fields.button_edit_name_and_description) then -- this is not the initial config - but the same formspec can be used yl_speak_up.show_fs(player, "initial_config", {n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, false}) return end -- the player wants to access the inventory of the NPC if(edit_mode and fields.show_inventory) then -- the inventory is just an inventory with a back button; come back to this dialog here yl_speak_up.show_fs(player, "inventory") return end -- change skin, cape and wielded items if(edit_mode and fields.edit_skin) then local dialog = yl_speak_up.speak_to[pname].dialog -- necessary so that the fashin formspec can be created yl_speak_up.speak_to[pname].n_npc = dialog.n_npc yl_speak_up.show_fs(player, "fashion") return end if(edit_mode and fields.button_save_dialog) then yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, do_save = true}) return end -- start edit mode (requires npc_talk_owner) if fields.button_start_edit_mode then -- check if this particular NPC is really owned by this player or if the player has global privs if(not(yl_speak_up.may_edit_npc(player, n_id))) then minetest.chat_send_player(pname, "Sorry. You do not have the npc_talk_owner or npc_master priv.") return end -- the staff allows to create multiple target dialogs as result; this makes no sense -- and is too disambigous if(yl_speak_up.check_for_disambigous_results(n_id, pname)) then -- this needs to be fixed by someone with a staff; we don't know which dialog is the right -- result return end -- enter edit mode with that particular NPC yl_speak_up.edit_mode[pname] = yl_speak_up.speak_to[pname].n_id -- start a new chat - but this time in edit mode yl_speak_up.speak_to[pname].d_id = nil yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = nil}) return -- end edit mode (does not require the priv; will only switch back to normal behaviour) elseif fields.button_end_edit_mode then -- if there are any changes done: ask first and don't end edit mode yet yl_speak_up.show_fs(player, "quit", nil) return end if fields.quit or fields.button_exit then -- if there are any changes done: ask first and don't quit yet yl_speak_up.show_fs(player, "quit", nil) return end if fields.button_up then yl_speak_up.speak_to[pname].option_index = yl_speak_up.speak_to[pname].option_index + yl_speak_up.max_number_of_buttons yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = yl_speak_up.speak_to[pname].d_id}) return elseif fields.button_down then --and yl_speak_up.speak_to[pname].option_index > yl_speak_up.max_number_of_buttons then yl_speak_up.speak_to[pname].option_index = yl_speak_up.speak_to[pname].option_index - yl_speak_up.max_number_of_buttons if yl_speak_up.speak_to[pname].option_index < 0 then yl_speak_up.speak_to[pname].option_index = 1 end yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = yl_speak_up.speak_to[pname].d_id}) return else yl_speak_up.speak_to[pname].option_index = 1 end -- the player wants to see the trade list if(fields.show_trade_list) then yl_speak_up.show_fs(player, "trade_list", nil) return end for k, v in pairs(fields) do local s = string.split(k, "_") if s[1] == "button" and s[2] ~= nil and s[2] ~= "" and s[2] ~= "exit" and s[2] ~= "back" and s[3] ~= nil and s[2] ~= "up" and s[2] ~= "down" then o = s[2] .. "_" .. s[3] end end if not(edit_mode) and o == "" then return end -- Let's check if the button was among the "allowed buttons". Only those may be executed if not(edit_mode) and (yl_speak_up.speak_to[pname].allowed and yl_speak_up.speak_to[pname].allowed[o] == false) then return end -- button was clicked, now let's execute the results local d_id = yl_speak_up.speak_to[pname].d_id local dialog = yl_speak_up.speak_to[pname].dialog -- we may soon need actions and o_results from the selected_option local selected_option = {} if(d_id and o and dialog and dialog.n_dialogs and dialog.n_dialogs[d_id] and dialog.n_dialogs[d_id].d_options and dialog.n_dialogs[d_id].d_options[o]) then selected_option = dialog.n_dialogs[d_id].d_options[o] end if(not(edit_mode)) then -- abort if the option does not exist if(not(selected_option)) then return end yl_speak_up.speak_to[pname].o_id = o -- start with executing the first action yl_speak_up.execute_next_action(player, nil, true) return end -- all three buttons (pre(C)onditions, (Ef)fects, edit option) lead to the same new formspec if( edit_mode ) then local n_dialog = dialog.n_dialogs[d_id] if(n_dialog and n_dialog.d_options) then for o_id,v in pairs(n_dialog.d_options) do if( fields["edit_option_"..o_id] or fields["conditions_"..o_id] or fields["effects_"..o_id]) then -- store which option we want to edit yl_speak_up.speak_to[pname].o_id = o_id -- if something was changed: ask for confirmation yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = d_id, o_id = o_id, caller="button"}) return end end end -- in edit mode: has another dialog been selected? -- if nothing better can be found: keep the old dialog local show_dialog = d_id -- an option button was selected; -- since we do not execute actions and effects in edit mode, we need to find out the -- right target dialog manually (and assume all went correct) if( o ~= "" ) then -- find out the normal target dialog of this option if(selected_option and selected_option.o_results) then for k, v in pairs(selected_option.o_results) do if(v and v.r_type == "dialog") then show_dialog = v.r_value end end end -- dropdown menu was used; provided the dialog exists (and it's not the "New dialog" option) -- (if a new dialog was added using the "+" button, fields.d_id gets set accordingly) elseif(fields.d_id and fields.d_id ~= show_dialog and dialog.n_dialogs[fields.d_id]) then show_dialog = fields.d_id -- in edit mode: prev_dialog_../next_dialog_.. was selected else for k,v in pairs(dialog.n_dialogs) do if(fields["prev_dialog_"..k]) then show_dialog = k elseif(fields["next_dialog_"..k]) then show_dialog = k end end end yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = show_dialog}) -- no option was selected - so we need to end this here return end end -- Make the NPC talk --### -- Mob functions --### function yl_speak_up.on_rightclick(self, clicker) --local item = clicker:get_wielded_item() local name = clicker:get_player_name() -- Take the mob only with net or lasso if self.owner and self.owner == name then if mobs:capture_mob(self, clicker, nil, 100, 100, true, nil) then return end end -- protect npc with mobs:protector if mobs:protect(self, clicker) then return end -- bring up the dialog options if clicker then yl_speak_up.talk(self, clicker) return end end function yl_speak_up.on_spawn(self) --Let's assign an ID local m_talk = yl_speak_up.talk_after_spawn or true local m_id = yl_speak_up.number_of_npcs + 1 yl_speak_up.number_of_npcs = m_id yl_speak_up.modstorage:set_int("amount", m_id) yl_speak_up.mob_table[m_id] = "yl_speak_up:test_npc" self.yl_speak_up = { talk = m_talk, id = m_id, textures = self.textures } --Let's protect it self.protected = true self.tamed = true self.object:set_armor_groups({immortal = 100}) minetest.log( "action", "[MOD] yl_speak_up: NPC with ID n_" .. self.yl_speak_up.id .. " spawned at " .. minetest.pos_to_string(self.object:get_pos(), 0) ) --Let's do it only once return true end function yl_speak_up.after_activate(self, staticdata, def, dtime) minetest.log( "action", "[MOD] yl_speak_up: NPC with ID n_" .. self.yl_speak_up.id .. " activated at " .. minetest.pos_to_string(self.object:get_pos(), 0) ) if yl_speak_up.status == 2 then self.object:remove() return true end if self.yl_speak_up and self.yl_speak_up.skin then local tex = self.yl_speak_up.skin self.object:set_properties({textures = {tex[1], tex[2], tex[3], tex[4]}}) end if yl_speak_up.infotext then local i_text = "" if self.yl_speak_up.npc_name then i_text = i_text .. self.yl_speak_up.npc_name .. "\n" end if self.yl_speak_up.npc_description then i_text = i_text .. self.yl_speak_up.npc_description .. "\n" end i_text = i_text .. yl_speak_up.infotext self.object:set_properties({infotext = i_text}) end yl_speak_up.update_nametag(self) -- create a detached inventory for the npc and load its inventory yl_speak_up.load_npc_inventory("n_"..tostring(self.yl_speak_up.id)) end function yl_speak_up.talk(self, clicker) if not clicker and not clicker:is_player() then return end if not self then return end if not self.yl_speak_up or not self.yl_speak_up.id then return end local npc_id = self.yl_speak_up.id local n_id = "n_" .. npc_id -- remember whom the npc belongs to (as long as we still have self.owner available for easy access) yl_speak_up.npc_owner[ n_id ] = self.owner local pname = clicker:get_player_name() if not self.yl_speak_up or not self.yl_speak_up.talk or self.yl_speak_up.talk~=true then -- show a formspec to other players that this NPC is busy if(not(yl_speak_up.may_edit_npc(clicker, n_id))) then -- show a formspec so that the player knows that he may come back later yl_speak_up.show_fs(player, "msg", {input_to = "yl_spaek_up:ignore", formspec = "size[6,2]".. "label[1.2,0.0;"..minetest.formspec_escape((self.yl_speak_up.npc_name or "This NPC").. " [muted]").."]".. "label[0.2,0.5;Sorry! I'm currently busy learning new things.]".. "label[0.2,1.0;Please come back later.]".. "button_exit[2.5,1.5;1,0.9;ok;Ok]"}) return end -- allow the owner to edit (and subsequently unmute) the npc minetest.chat_send_player(pname, "This NPC is muted. It will only talk to you.") end yl_speak_up.speak_to[pname] = {} yl_speak_up.speak_to[pname].n_id = n_id -- Memorize which player talks to which NPC yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id) -- Load the dialog and see what we can do with it yl_speak_up.speak_to[pname].textures = self.yl_speak_up.textures yl_speak_up.speak_to[pname].option_index = 1 yl_speak_up.speak_to[pname].obj = self.object -- is this player explicitly allowed to edit this npc? if(yl_speak_up.speak_to[pname].dialog and yl_speak_up.speak_to[pname].dialog.n_may_edit and yl_speak_up.speak_to[pname].dialog.n_may_edit[pname] and minetest.check_player_privs(clicker, {npc_talk_owner=true})) then yl_speak_up.speak_to[pname].may_edit_this_npc = true end yl_speak_up.show_fs(clicker, "talk", {n_id = n_id}) local dialog = yl_speak_up.speak_to[pname].dialog if(not(dialog.trades)) then dialog.trades = {} end end -- mute the npc; either via the appropriate staff or via talking to him yl_speak_up.set_muted = function(p_name, obj, set_muted) if(not(obj)) then return end local luaentity = obj:get_luaentity() if(not(luaentity)) then return end local npc = luaentity.yl_speak_up.id local npc_name = luaentity.yl_speak_up.npc_name -- fallback if(not(npc_name)) then npc_name = npc end if(set_muted and luaentity.yl_speak_up.talk) then -- the npc is willing to talk luaentity.yl_speak_up.talk = false yl_speak_up.update_nametag(luaentity) minetest.chat_send_player(p_name,"NPC with ID "..npc.." will shut up at pos ".. minetest.pos_to_string(obj:get_pos(),0).." on command of "..p_name) minetest.log("action","[MOD] yl_speak_up: NPC with ID n_"..npc.. " will shut up at pos "..minetest.pos_to_string(obj:get_pos(),0).. " on command of "..p_name) elseif(not(set_muted) and not(luaentity.yl_speak_up.talk)) then -- mute the npc luaentity.yl_speak_up.talk = true yl_speak_up.update_nametag(luaentity) minetest.chat_send_player(p_name,"NPC with ID "..npc.." will resume speech at pos ".. minetest.pos_to_string(obj:get_pos(),0).." on command of "..p_name) minetest.log("action","[MOD] yl_speak_up: NPC with ID n_"..npc.. " will resume speech at pos "..minetest.pos_to_string(obj:get_pos(),0).. " on command of "..p_name) end end -- has the player the right privs? -- this is used for the "I am your master" talk based configuration; *NOT* for the staffs! yl_speak_up.may_edit_npc = function(player, n_id) if(not(player)) then return false end local pname = player:get_player_name() -- is the player allowed to edit this npc? return ((yl_speak_up.npc_owner[ n_id ] == pname and minetest.check_player_privs(player, {npc_talk_owner=true})) or minetest.check_player_privs(player, {npc_talk_master=true}) or minetest.check_player_privs(player, {npc_master=true}) or yl_speak_up.speak_to[pname].may_edit_this_npc) end -- log changes done by players or admins to NPCs yl_speak_up.log_change = function(pname, n_id, text) -- make sure all variables are defined if(not(pname)) then pname = "- unkown player -" end if(not(n_id)) then n_id = "- unknown NPC -" end if(not(text)) then text = "- no text given -" end -- we don't want newlines in the texts text = string.gsub(text, "\n", "\\n") local log_text = "<"..tostring(n_id).."> ["..tostring(pname).."]: "..text -- log in general logfile minetest.log("yl_speak_up "..log_text) -- log with timestamp local log_text = tostring(os.time())..log_text -- TODO: log in a file for each npc and show it on demand? end