yl_speak_up/api/api_npc_list.lua
2023-12-12 03:01:58 +01:00

381 lines
13 KiB
Lua

-- keeps a list of NPC with some data; Index: n_id
-- is saved to disk
yl_speak_up.npc_list = {}
-- list of objects of the NPC; Index: n_id
-- no point in saving this to disk
yl_speak_up.npc_list_objects = {}
-- file to store the list of NPC for the "/npc_talk list" command
yl_speak_up.npc_list_path = minetest.get_worldpath().."/yl_speak_up_npc_list.data"
-- pre-calculated lines for the NPC list (only which ones are shown and how some columns
-- are colored varies per player)
yl_speak_up.cache_general_npc_list_lines = {}
-- we need to remember which NPC was shown to the player in which order; index: player name
yl_speak_up.cache_npc_list_per_player = {}
-- which table column is the player using for sorting?
yl_speak_up.sort_npc_list_per_player = {}
-- add/update data about NPC self with dialog dialog (optional)
-- force_store ought to be true if something important has been changed
yl_speak_up.update_npc_data = function(self, dialog, force_store)
-- is this a properly indexed npc?
if(not(self) or not(self.yl_speak_up) or not(self.yl_speak_up.id)) then
return
end
local is_known = not(not(yl_speak_up.npc_list[self.yl_speak_up.id]))
-- who else may edit this NPC - that is stored in the dialog
local may_edit = {}
local desc = ""
local trades = {}
if(dialog) then
may_edit = dialog.n_may_edit
desc = dialog.n_description
-- maybe update this only when the trades are updated?
if(dialog.trades) then
for k, v in pairs(dialog.trades) do
if(v.buy and v.pay and v.buy[1] and v.pay[1]) then
table.insert(trades, {v.buy[1], v.pay[1]})
end
end
end
elseif(is_known) then
local old = yl_speak_up.npc_list[self.yl_speak_up.id]
may_edit = old.may_edit
desc = old.desc
trades = old.trades
end
local created_at = 0
if(is_known and yl_speak_up.npc_list[self.yl_speak_up.id].created_at) then
created_at = yl_speak_up.npc_list[self.yl_speak_up.id].created_at
else
created_at = os.time()
end
local pos = {}
if(self.object) then
pos = self.object:get_pos()
if(pos) then
pos = { x = math.floor(pos.x or 0),
y = math.floor(pos.y or 0),
z = math.floor(pos.z or 0)}
else
pos = { x=0, y=0, z=0}
end
end
-- only store real, important properties
local properties = {}
for k, v in pairs(self.yl_speak_up.properties or {}) do
if(string.sub(k, 1, 5) ~= "self.") then
properties[k] = v
end
end
-- update the information we have on the NPC
yl_speak_up.npc_list[self.yl_speak_up.id] = {
typ = self.name,
name = self.yl_speak_up.npc_name,
desc = desc,
owner = self.owner,
may_edit = may_edit,
trades = trades,
pos = pos,
properties = properties,
created_at = created_at,
muted = self.yl_speak_up.talk,
animation = self.yl_speak_up.animation,
skin = self.yl_speak_up.skin,
textures = self.textures,
}
-- the current object will change after deactivate; there is no point in storing
-- it over server restart
yl_speak_up.npc_list_objects[self.yl_speak_up.id] = self.object
-- if we didn't know about this NPC before then by all means store the data
if(not(is_known) or force_store) then
yl_speak_up.npc_list_store()
end
end
yl_speak_up.npc_list_load = function()
local file,err = io.open( yl_speak_up.npc_list_path, "rb")
if (file == nil) then
yl_speak_up.npc_list = {}
return
end
local data = file:read("*all")
file:close()
yl_speak_up.npc_list = minetest.deserialize(data)
end
yl_speak_up.npc_list_store = function()
local file,err = io.open( yl_speak_up.npc_list_path, "wb")
if (file == nil) then
return
end
file:write(minetest.serialize(yl_speak_up.npc_list))
file:close()
end
-- the entries for the "/npc_talk list" NPC list are generally the same for all
-- - except that not all lines are shown to each player and that some
-- lines might be colored diffrently
yl_speak_up.build_cache_general_npc_list_lines = function()
-- small helper function to suppress the display of zeros
local show_if_bigger_null = function(value, do_count)
if(do_count and value) then
local anz = 0
for k, v in pairs(value) do
anz = anz + 1
end
value = anz
end
if(value and value > 0) then
return tostring(value)
else
return ""
end
end
-- the real priv names would be far too long
local short_priv_name = {
precon_exec_lua = 'pX',
effect_exec_lua = 'eX',
effect_give_item = 'eG',
effect_take_item = 'eT',
effect_move_player = 'eM',
}
yl_speak_up.cache_general_npc_list_lines = {}
for k, data in pairs(yl_speak_up.npc_list) do
local data = yl_speak_up.npc_list[k]
local n = (data.name or "- ? -")
if(data.desc and data.desc ~= "") then
n = n..', '..(data.desc or "")
end
-- is the NPC muted?
local npc_color = (yl_speak_up.nametag_color_when_not_muted or '#FFFFFF')
if(data.muted ~= nil and data.muted == false) then
npc_color = (yl_speak_up.nametag_color_when_muted or '#FFFFFF')
end
-- is the NPC loaded?
local is_loaded_color = '#777777'
if(yl_speak_up.npc_list_objects[k]) then
is_loaded_color = '#FFFFFF'
end
-- is it a generic NPC?
local n_id = 'n_'..tostring(k)
local is_generic = ''
if(yl_speak_up.generic_dialogs[n_id]) then
is_generic = 'G'
end
-- does the NPC have extra privs?
local priv_list = ''
if(yl_speak_up.npc_priv_table[n_id]) then
for priv, has_it in pairs(yl_speak_up.npc_priv_table[n_id]) do
priv_list = priv_list..tostring(short_priv_name[priv])..' '
end
end
-- fallback if something went wrong with the position (or it's unknown)
local pos_str = '- unknown -'
if(not(data.pos) or not(data.pos.x) or not(data.pos.y) or not(data.pos.z)) then
data.pos = {x=0, y=0, z=0}
end
pos_str = minetest.formspec_escape(minetest.pos_to_string(data.pos))
yl_speak_up.cache_general_npc_list_lines[k] = {
id = k, -- keep for sorting
is_loaded_color = is_loaded_color,
n_id = n_id,
is_generic = is_generic,
npc_color = npc_color, -- muted or not
-- npc_color is diffrent for each player
n_name = minetest.formspec_escape(n),
owner = minetest.formspec_escape(data.owner or '- ? -'),
is_loaded_color = is_loaded_color,
anz_trades = show_if_bigger_null(#data.trades),
anz_properties = show_if_bigger_null(data.properties, true),
anz_editors = show_if_bigger_null(data.may_edit, true),
pos = pos_str,
priv_list = priv_list,
}
end
end
-- emergency restore NPC that got lost (egg deleted, killed, ...)
yl_speak_up.command_npc_force_restore_npc = function(pname, rest)
if(not(pname)) then
return
end
if(not(minetest.check_player_privs(pname, {npc_talk_admin = true}))) then
minetest.chat_send_player(pname, "This command is used for restoring "..
"NPC that somehow got lost (egg destroyed, killed, ..). You "..
"lack the \"npc_talk_admin\" priv required to run this command.")
return
end
if(not(rest) or rest == "" or rest == "help" or rest == "?") then
minetest.chat_send_player(pname, "This command is used for restoring "..
"NPC that somehow got lost (egg destroyed, killed, ..).\n"..
"WARNING: If the egg is found again later on, make sure that "..
"this restored NPC and the NPC from the egg are not both placed!\n"..
" There can only be one NPC per ID.\n"..
"Syntax: /npc_talk force_restore_npc <id> [<copy_from_id>]\n"..
" <id> is the ID (number! Without \"n_\") of the NPC to be restored.\n"..
" <copy_from_id> is only needed if the NPC is not listed in "..
"\"/npc_talk list\" (=extremly old NPC).")
return
end
local parts = string.split(rest or "", " ", false, 1)
local id = tonumber(parts[1] or "")
if(not(id)) then
minetest.chat_send_player(pname, "Please provide the ID (number!) of the NPC "..
"you wish to restore.")
return
elseif(not(yl_speak_up.number_of_npcs) or yl_speak_up.number_of_npcs < 1
or id > yl_speak_up.number_of_npcs) then
minetest.chat_send_player(pname, "That ID is larger than the amount of existing NPC. "..
"Restoring is for old NPC that got lost.")
return
elseif(id < 1) then
minetest.chat_send_player(pname, "That ID is smaller than 1. Can't restore negative NPC.")
return
end
local player = minetest.get_player_by_name(pname)
if(not(player)) then
return
end
-- if we've seen the NPC before: make sure he's not just unloaded because nobody is where he is
if(yl_speak_up.npc_list[id] and yl_speak_up.npc_list[id].pos
and yl_speak_up.npc_list[id].pos.x
and yl_speak_up.npc_list[id].pos.y
and yl_speak_up.npc_list[id].pos.z) then
local v_npc = vector.new(yl_speak_up.npc_list[id].pos)
local v_pl = vector.new(player:get_pos())
if(vector.distance(v_npc, v_pl) > 6) then
minetest.chat_send_player(pname, "You are more than 6 m away from the last "..
"known position of this NPC at "..
minetest.pos_to_string(yl_speak_up.npc_list[id].pos)..
". Please move closer to make sure the NPC isn't just not loaded "..
"due to nobody beeing near!")
return
end
end
-- check the currently loaded mobs to make sure he wasn't loaded since last update of our list
for k,v in pairs(minetest.luaentities) do
if(v and v.yl_speak_up and v.yl_speak_up.id and v.yl_speak_up.id == id) then
minetest.chat_send_player(pname, "An NPC with the ID "..tostring(id)..
" is currently loaded. No restoring required!")
return
end
end
local data = nil
-- do we need a donator NPC because we have never seen this NPC and have no data?
local copy_from_id = tonumber(parts[2] or "")
if(not(yl_speak_up.npc_list[id])) then
if(not(copy_from_id) or not(yl_speak_up.npc_list[copy_from_id])) then
minetest.chat_send_player(pname, "We have no data on NPC "..tostring(id)..
". Please provide the ID of an EXISTING NPC from which necessary "..
"data can be copied!")
return
end
minetest.chat_send_player(pname, "Will use the data of the NPC with ID "..
tostring(copy_from_id).." to set up the new/restored NPC.")
data = yl_speak_up.npc_list[copy_from_id]
else
data = yl_speak_up.npc_list[id]
end
-- ok..the NPC is not loaded. Perhaps he really got lost.
minetest.chat_send_player(pname, "Will try to restore the NPC with the ID "..tostring(id)..".")
if(not(data.typ) or not(minetest.registered_entities[data.typ or "?"])) then
minetest.chat_send_player(pname, "Error: No NPC entity prototype found for \""..
tostring(data.name).."\". Aborting.")
return
end
-- this is an emergency fallback restore - so it's ok to drop the NPC where the admin is standing
local mob = minetest.add_entity(player:get_pos(), data.typ)
local ent = mob and mob:get_luaentity()
if(not(ent)) then
minetest.chat_send_player(pname, "Failed to create a new NPC entity of type \""..
tostring(data.name).."\". Aborting.")
return
end
-- set up the new NPC
local npc_name = data.name
local npc_desc = data.npc_description
local npc_owner = data.owner
-- the dialog includes the trades, n_may_edit and other data
local dialog = yl_speak_up.load_dialog(id, nil)
-- restore name and description from dialog if possible
if(dialog and dialog.n_npc) then
npc_name = dialog.n_npc
npc_desc = dialog.n_description
npc_owner = dialog.npc_owner or data.owner
end
ent.yl_speak_up = {
id = id,
talk = data.muted,
properties = data.properties,
npc_name = npc_name,
npc_description = npc_desc,
infotext = yl_speak_up.infotext, -- will be set automaticly later
animation = data.animation,
textures = data.textures,
}
-- This is at least useful for mobs_redo. Other mob mods may require adjustments.
ent.owner = npc_owner
ent.tamed = true
-- update nametag, infotext etc.
yl_speak_up.update_nametag(ent)
if(data.animation and ent.object) then
ent.object:set_animation(data.animation)
end
if(data.skin and ent.object) then
ent.object:set_properties({textures = table.copy(data.skin)})
ent.yl_speak_up.textures = table.copy(data.skin)
end
-- update the NPC list
yl_speak_up.update_npc_data(ent, dialog, true)
minetest.chat_send_player(pname, "Placed the restored NPC ID "..tostring(id)..
", named "..tostring(data.name)..", right where you stand.")
end
-- provides a list of NPC the player can edit
yl_speak_up.command_npc_talk_list = function(pname, rest)
if(not(pname)) then
return
end
-- check if there are any loaded entities handled by yl_speak_up that
-- are *not* in the list yet
local liste = {}
for k,v in pairs(minetest.luaentities) do
if(v and v.yl_speak_up and v.yl_speak_up.id) then
if(not(yl_speak_up.npc_list[v.yl_speak_up.id])) then
local dialog = yl_speak_up.load_dialog(v.yl_speak_up.id, nil)
yl_speak_up.update_npc_data(v, dialog, false)
else
yl_speak_up.update_npc_data(v, nil, false)
end
end
end
-- store the updated list
yl_speak_up.npc_list_store()
-- update the information for display
yl_speak_up.build_cache_general_npc_list_lines()
-- clear the stored NPC list and calculate it anew
yl_speak_up.cache_npc_list_per_player[pname] = {}
-- Note: show_fs cannot be used here as that expects the player to be talking to an actual npc
yl_speak_up.show_fs_ver(pname, "yl_speak_up:show_npc_list",
yl_speak_up.get_fs_show_npc_list(pname, nil))
end