-- allow owner to see and edit properties of the NPC yl_speak_up.input_properties = function(player, formname, fields) local pname = player:get_player_name() if(not(pname) or not(yl_speak_up.speak_to[pname])) then return end local n_id = yl_speak_up.speak_to[pname].n_id if(fields and fields.back and fields.back ~= "") then 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 local selected_row = nil if(fields and fields.store_new_val and fields.store_new_val ~= "" and fields.prop_val) then yl_speak_up.set_npc_property(pname, fields.prop_name, fields.prop_val, "manually") elseif(fields and fields.delete_prop and fields.delete_prop ~= "") then -- delete the old property yl_speak_up.set_npc_property(pname, fields.prop_name, nil, "manually") elseif(fields and fields.table_of_properties) then local selected = minetest.explode_table_event(fields.table_of_properties) if(selected.type == "CHG" or selected.type == "DLC") then selected_row = selected.row end end yl_speak_up.show_fs(player, "properties", {selected = selected_row}) end yl_speak_up.get_fs_properties = function(pname, selected) if(not(pname)) then return "" end local n_id = yl_speak_up.speak_to[pname].n_id -- is the player editing this npc? if not: abort if(not(yl_speak_up.edit_mode[pname]) or (yl_speak_up.edit_mode[pname] ~= n_id)) then return "" end -- we want the long version with additional information local property_data = yl_speak_up.get_npc_properties_long_version(pname, true) if(not(property_data)) then -- something went wrong - there really is nothing useful we can do -- if the NPC we want to interact with doesn't exist or is broken return end local s = "" if(not(property_data.prop_names)) then property_data.prop_names = {} end local anz_prop = #property_data.prop_names for i, k in ipairs(property_data.prop_names) do local v = property_data.properties[k] s = s.."#BBBBFF,"..minetest.formspec_escape(k)..","..minetest.formspec_escape(v).."," end s = s.."#00FF00,add,Add a new property" if(not(selected) or selected == "") then selected = -1 end local add_selected = "label[3.5,6.5;No property selected.]" selected = tonumber(selected) if(selected > anz_prop + 1 or selected < 1) then selected = -1 elseif(selected > anz_prop) then add_selected = "label[0.2,6.5;Add new property:]".. "field[3.0,6.5;3.5,1.0;prop_name;;]".. "label[6.5,6.5;with value:]".. "field[8.2,6.5;4.5,1.0;prop_val;;]".. "button[8.2,7.8;2.0,1.0;store_new_val;Store]" -- external properties can usually only be read but not be changed elseif(string.sub(property_data.prop_names[selected], 1, 5) == "self." and not(yl_speak_up.custom_property_handler[property_data.prop_names[selected]])) then add_selected = "label[3.5,6.5;Properties of the type \"self.\" usually cannot be modified.]" elseif(string.sub(property_data.prop_names[selected], 1, 6) == "server" and not(minetest.check_player_privs(pname, {npc_talk_admin=true}))) then add_selected = "label[3.5,6.5;Properties starting with \"server\" can only be ".. "changed by players\nwho have the \"npc_talk_admin\" priv." else local name = property_data.prop_names[selected] local val = minetest.formspec_escape(property_data.properties[name]) local name_esc = minetest.formspec_escape(name) add_selected = "label[0.2,6.5;Change property:]".. "field[3.0,6.5;3.5,1.0;prop_name;;"..name_esc.."]".. "label[6.5,6.5;to value:]".. "field[8.2,6.5;4.5,1.0;prop_val;;"..val.."]".. "button[8.2,7.8;2.0,1.0;store_new_val;Store]".. "button[10.4,7.8;2.0,1.0;delete_prop;Delete]" end if(selected < 1) then selected = "" end local dialog = yl_speak_up.speak_to[pname].dialog local npc_name = minetest.formspec_escape(dialog.n_npc or "- nameless -") return table.concat({"size[12.5,8.5]", "label[2,0;Properties of ", npc_name, " (ID: ", tostring(n_id), "):]", "tablecolumns[color,span=1;text;text]", "table[0.2,0.5;12,4.0;table_of_properties;", s, ";", tostring(selected), "]", "tooltip[0.2,0.5;12,4.0;", "Click on \"add\" to add a new property.\n", "Click on the name of a property to change or delete it.]", "label[2.0,4.5;".. "Properties are important for NPC that want to make use of generic dialogs.\n".. "Properties can be used to determine which generic dialog(s) shall apply to\n".. "this particular NPC and how they shall be configured. You need the\n".. "\"npc_talk_admin\" priv to edit properties starting with the text \"server\".]", "button[5.0,7.8;2.0,0.9;back;Back]", add_selected }, "") end yl_speak_up.get_fs_properties_wrapper = function(player, param) if(not(param)) then param = {} end local pname = player:get_player_name() return yl_speak_up.get_fs_properties(pname, param.selected) end yl_speak_up.register_fs("properties", yl_speak_up.input_properties, yl_speak_up.get_fs_properties_wrapper, -- force formspec version 1: 1 )