forked from Sokomine/yl_speak_up
249 lines
8.8 KiB
Lua
249 lines
8.8 KiB
Lua
-- helpful for debugging the content/texts of the created dialog structure
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yl_speak_up.input_fs_show_what_points_to_this_dialog = function(player, formname, fields)
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local pname = player:get_player_name()
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if(fields.back_from_show_what_points_here
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or not(fields.turn_dialog_into_alternate_text)) then
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-- back to the dialog
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yl_speak_up.show_fs(player, "talk",
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{n_id = yl_speak_up.speak_to[pname].n_id,
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d_id = yl_speak_up.speak_to[pname].d_id})
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return
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end
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-- fields.turn_dialog_into_alternate_text is set
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local n_id = yl_speak_up.speak_to[pname].n_id
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local this_dialog = yl_speak_up.speak_to[pname].d_id
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local dialog = yl_speak_up.speak_to[pname].dialog
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if(not(dialog)
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or not(dialog.n_dialogs)
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or not(this_dialog)
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or not(dialog.n_dialogs[ this_dialog ])) then
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return
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end
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-- only show this information when editing this npc
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if(yl_speak_up.edit_mode[pname] ~= yl_speak_up.speak_to[pname].n_id) then
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return
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end
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-- find out what needs to be turned into an alternate dialog
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local found = {}
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-- how many options does the current dialog have?
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local count_options = 0
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-- iterate over all dialogs
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for d_id, d in pairs(dialog.n_dialogs) do
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-- the dialog itself may have options that point back to the dialog itself
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if(d.d_options) then
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-- iterate over all options
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for o_id, o in pairs(d.d_options) do
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-- this is only possible if there are no options for this dialog
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if(d_id == this_dialog) then
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count_options = count_options + 1
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end
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-- preconditions are not relevant;
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-- effects are (dialog and on_failure)
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if(o.o_results) then
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for r_id, r in pairs(o.o_results) do
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if(r and r.r_type and r.r_type == "dialog"
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and r.r_value == this_dialog) then
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table.insert(found, {d_id=d_id, o_id=o_id, id=r_id,
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element=r, text="option was selected"})
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elseif(r and r.r_type and r.r_type == "on_failure"
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and r.r_value == this_dialog) then
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table.insert(found, {d_id=d_id, o_id=o_id, id=r_id,
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element=r, text="the previous effect failed"})
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end
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end
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end
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-- actions may be relevant
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if(o.actions) then
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for a_id, a in pairs(o.actions) do
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if(a and a.a_on_failure
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and a.a_on_failure == this_dialog) then
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table.insert(found, {d_id=d_id, o_id=o_id, id=a_id,
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element=a, text="action failed"})
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end
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end
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end
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end
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end
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end
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local error_msg = ""
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if(count_options > 0) then
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error_msg = "This dialog still has dialog options.\nConversion not possible."
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elseif(#found < 1) then
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error_msg = "Found no option, action or effect\nthat points to this dialog."
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elseif(#found > 1) then
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error_msg = "Found more than one option, action\nor effect that points to this dialog."
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end
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if(error_msg ~= "") then
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yl_speak_up.show_fs(player, "msg", {
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input_to = "yl_speak_up:show_what_points_to_this_dialog",
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formspec = "size[8,2]"..
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"label[0.2,0.5;Error: "..error_msg.."]"..
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"button[1.5,1.5;2,0.9;back_from_error_msg;Back]"})
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return
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end
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-- all fine so far; this is the text we want to set as alternate text
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local d_text = dialog.n_dialogs[ this_dialog ].d_text
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local f = found[1]
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-- are we dealing with a result/effect or an action?
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t = "o_results"
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if(f.element.a_id) then
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t = "actions"
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end
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-- there may already be an alternate text stored there
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local alternate_text = dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ][ t ][ f.id ].alternate_text
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if(not(alternate_text)) then
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-- no old text found
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alternate_text = d_text
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else
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-- the old text may reference this d_text
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alternate_text = string.gsub(alternate_text, "%$TEXT%$", d_text)
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end
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-- log the change
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table.insert(yl_speak_up.npc_was_changed[ n_id ],
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"Dialog "..tostring(this_dialog)..": Deleted this dialog and turned it into an "..
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"alternate text for dialog \""..tostring(f.d_id).."\" option \""..tostring(f.o_id)..
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"\" element \""..tostring(f.id).."\".")
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-- actually set the new alternate_text
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dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ][ t ][ f.id ].alternate_text = alternate_text
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-- delete this dialog
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dialog.n_dialogs[ this_dialog ] = nil
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-- we need to show a new/diffrent dialog to the player now - because the old one was deleted
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yl_speak_up.speak_to[pname].d_id = f.d_id
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yl_speak_up.speak_to[pname].o_id = f.o_id
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if(t == "o_results") then
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-- we can't really know where this ought to point to - the old dialog is gone, so
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-- let's point to the current dialog to avoid errors
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dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ][ t ][ f.id ].r_value = f.d_id
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-- dialog - normal switching to the next dialog or on_failure - the previous effect failed:
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yl_speak_up.show_fs(player, "edit_effects", f.id)
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else
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-- the player may have to change this manually; we really can't know what would fit
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-- (but the old dialog is gone)
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dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ][ t ][ f.id ].a_on_failure = f.d_id
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-- an action failed:
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yl_speak_up.show_fs(player, "edit_actions", f.id)
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end
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end
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-- show which dialogs point/lead to this_dialog
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yl_speak_up.show_what_points_to_this_dialog = function(player, this_dialog)
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local pname = player:get_player_name()
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local dialog = yl_speak_up.speak_to[pname].dialog
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if(not(dialog)
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or not(dialog.n_dialogs)
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or not(this_dialog)
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or not(dialog.n_dialogs[ this_dialog ])) then
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return ""
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end
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-- only show this information when editing this npc
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if(yl_speak_up.edit_mode[pname] ~= yl_speak_up.speak_to[pname].n_id) then
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return ""
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end
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local found = {}
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-- colored lines for the table showing the results
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local res = {}
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-- iterate over all dialogs
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for d_id, d in pairs(dialog.n_dialogs) do
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-- the dialog itself may have options that point back to the dialog itself
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if(d.d_options) then
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-- iterate over all options
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for o_id, o in pairs(d.d_options) do
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local r_text = ""
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local p_text = ""
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local alternate_dialog = nil
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local alternate_text = nil
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-- preconditions are not relevant;
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-- effects are (dialog and on_failure)
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if(o.o_results) then
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for r_id, r in pairs(o.o_results) do
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if(r and r.r_type and r.r_type == "dialog"
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and r.r_value == this_dialog) then
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r_text = r_text..yl_speak_up.print_as_table_effect(
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r, pname)
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table.insert(found, {d_id, o_id, r_id,
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"option was selected"})
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alternate_dialog = r.r_value
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if(r.alternate_text) then
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alternate_text =
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"Show alternate text: "..
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tostring(r.alternate_text)
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end
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elseif(r and r.r_type and r.r_type == "on_failure"
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and r.r_value == this_dialog) then
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r_text = r_text..yl_speak_up.print_as_table_effect(
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r, pname)
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table.insert(found, {d_id, o_id, r_id,
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"the previous effect failed"})
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alternate_dialog = r.r_value
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alternate_text = "The previous effect failed. "
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if(r.alternate_text) then
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alternate_text = alternate_text..
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"Show alternate text: "..
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tostring(r.alternate_text)
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else
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alternate_text = alternate_text..
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"Show this dialog here."
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end
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end
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end
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end
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-- actions may be relevant
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if(o.actions) then
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for a_id, a in pairs(o.actions) do
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if(a and a.a_on_failure
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and a.a_on_failure == this_dialog) then
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p_text = p_text..yl_speak_up.print_as_table_action(
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a, pname)
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table.insert(found, {d_id, o_id, a_id,
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"action failed"})
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alternate_dialog = a.a_on_failure
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alternate_text = "The action failed. "
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if(a.alternate_text) then
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alternate_text = alternate_text..
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"Show this alternate text: "..
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tostring(a.alternate_text)
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else
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alternate_text = alternate_text..
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"Show this dialog here."
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end
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end
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end
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end
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yl_speak_up.print_as_table_dialog(p_text, r_text, dialog,
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dialog.n_id, d_id, o_id,
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-- sort value: formed by dialog and option id (not perfect but
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-- good enough)
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res, o, tostring(d_id).." "..tostring(o_id),
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alternate_dialog, alternate_text)
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end
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end
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end
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local d_id = this_dialog
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local formspec = yl_speak_up.print_as_table_prepare_formspec(res, "table_of_dialog_uses",
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"back_from_show_what_points_here", "Back to dialog \""..tostring(d_id).."\"")
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table.insert(formspec,
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"label[20.0,1.8;Dialog \""..minetest.formspec_escape(this_dialog)..
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"\" is referenced here:]")
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if(#found ~= 1) then
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table.insert(formspec,
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"label[16.0,31.0;"..
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minetest.formspec_escape("This dialog \""..tostring(d_id)..
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"\" can be reached from "..
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minetest.colorize("#FFFF00", tostring(#found))..
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" options/actions/results.").."]")
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else
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table.insert(formspec,
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"button[0.2,30.6;56.6,1.2;turn_dialog_into_alternate_text;"..
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minetest.formspec_escape("Turn this dialog \""..
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tostring(d_id)).."\" into an alternate text.]")
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end
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return table.concat(formspec, "\n")
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end
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