353 lines
15 KiB
Lua
353 lines
15 KiB
Lua
-- This file contains what is necessary to add/edit an effect.
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--
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-- Which diffrent types of effects are available?
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-- -> The following fields are part of an effect/result:
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-- r_id the ID/key of the effect/result
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-- r_type selected from values_what; the staffs allow to use other
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-- types like "function" or "give_item" etc. - but that is not
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-- supported here (cannot be edited or created; only be shown)
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-- r_value used to store the subtype of r_type
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--
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-- a state/variable ("state"):
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-- r_variable name of a variable the player has *write* access to;
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-- dropdown list with allowed options
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-- r_operator selected from values_operator
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-- r_var_cmp_value can be set freely by the player (the variable will be
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-- set to this value)
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--
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-- the value of a property of the NPC (for generic NPC) ("property"):
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-- r_value name of the property that is to be changed
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-- r_operator how shall the property be changed?
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-- r_var_cmp_value the new value (or increment/decrement) for this property
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--
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-- something that has to be calculated or evaluated (=call a function) ("evaluate"):
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-- r_value the name of the function that is to be called
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-- r_param1 the first paramter (optional; depends on function)
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-- ..
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-- r_param9 the 9th parameter (optional; depends on function)
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--
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-- a block in the world ("block"):
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-- r_pos a position in the world; determined by asking the player
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-- to punch the block
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-- r_node (follows from r_pos)
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-- r_param2 (follows from r_pos)
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--
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-- place an item into the inventory of a block (i.e. a chest; "put_into_block_inv"):
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-- r_pos the position of the target block
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-- r_inv_list_name the inventory list where the item shall be moved to (often "main")
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-- r_itemstack the itemstack that is to be moved
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--
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-- take item out of the inventory of a block (i.e. a chest; "take_from_block_inv");
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-- same as "put_into_block_inv"
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--
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-- accept items the player has given to the NPC ("deal_with_offered_item"):
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-- r_value subtype; one of yl_speak_up.dropdown_values_deal_with_offered_item
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--
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-- a craft receipe ("craft"):
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-- r_value the expected craft result
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-- r_craft_grid array containing the stacks in the 9 craft grid fields in string form
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--
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-- on_failure ("on_failure"):
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-- r_value alternate target dialog if the previous *effect* failed
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--
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-- chat_all ("chat_all"):
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-- r_value chat message sent to all players
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--
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--
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-- give item to player ("give_item"): requires yl_speak_up.npc_privs_priv priv
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-- r_value the itemstack that shall be added to the player's inventory
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--
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-- take item from player's inventory ("take_item"): requires yl_speak_up.npc_privs_priv priv
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-- r_value the itemstack that will be removed from the player's inventory
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--
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-- move the player to a position ("move"): requires yl_speak_up.npc_privs_priv priv
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-- r_value the position where the player shall be moved to
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--
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-- execute lua code ("function"): requires npc_master priv
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-- r_value the lua code that shall be executed
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--
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-- Unlike in preconditions, trade (the trade action already happened) and
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-- inventory actions are not supported as effects.
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--
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-- some helper lists for creating the formspecs and evaulating
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-- the player's answers:
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-- general direction of what could make up an effect
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local check_what = {
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"- please select -",
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"an internal state (i.e. of a quest)", -- 2
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"the value of a property of the NPC (for generic NPC)", -- property
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"something that has to be calculated or evaluated (=call a function)", -- evaluate
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"a block somewhere", -- 3
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"put item from the NPC's inventory into a chest etc.", -- 4
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"take item from a chest etc. and put it into the NPC's inventory",
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-- 5
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"an item the player offered to the NPC",
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"NPC crafts something", -- 6
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"go to other dialog if the previous effect failed", -- 7
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"send a chat message to all players", -- 8
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"give item (created out of thin air) to player (requires "..
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tostring(yl_speak_up.npc_priv_needs_player_priv["effect_give_item"]).." priv)", -- 9
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"take item from player and destroy it (requires "..
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tostring(yl_speak_up.npc_priv_needs_player_priv["effect_take_item"]).." priv)", -- 10
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"move the player to a given position (requires "..
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tostring(yl_speak_up.npc_priv_needs_player_priv["effect_move_player"]).." priv)", -- 11
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"execute Lua code (requires npc_master priv)", -- 12
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}
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-- how to store these as r_type in the precondition:
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local values_what = {"", "state",
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"property", "evaluate", "block",
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-- interact with the inventory of blocks on the map
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"put_into_block_inv", "take_from_block_inv",
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-- the player gave an item to the NPC; now deal with it somehow
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"deal_with_offered_item",
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-- crafting, handling failure, send chat message to all
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"craft", "on_failure", "chat_all",
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-- the following require the yl_speak_up.npc_privs_priv priv:
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"give_item", "take_item", "move",
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-- the following require the npc_master priv:
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"function",
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}
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-- unlike in the preconditions, the "I cannot punch it" option is
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-- not offered here - because the player (and later the NPC) needs
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-- to be able to build at this position
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local check_block = {
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"- please select -", -- 1
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"If there is air: Place a block so that it looks like now.", -- 2
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"If there is a block: Dig it.", -- 3
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"Punch the block.", -- 4
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"Right-click the block.", -- 5
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}
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-- how to store these as p_value (the actual node data gets stored as p_node, p_param2 and p_pos):
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local values_block = {"", "place", "dig", "punch", "right-click"}
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-- comparison operators for variables
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local check_operator = {
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"- please select -", -- 1
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"new value:", -- 2
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"discard/unset/forget", -- 3
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"current time", -- 4
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"quest step completed:", -- 5
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minetest.formspec_escape("max(current, new_value)"), -- 6
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minetest.formspec_escape("min(current, new_value)"), -- 7
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"increment by:", -- 8
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"decrement by:", -- 9
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}
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-- how to store these as r_value (the actual variable is stored in r_variable, and the value in r_new_value):
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local values_operator = {"", "set_to", "unset", "set_to_current_time",
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"quest_step", "maximum", "minimum", "increment", "decrement"}
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-- get the list of variables the player has *write* access to
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yl_speak_up.get_sorted_player_var_list_write_access = function(pname)
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local var_list = {}
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-- some values - like hour of day or HP of the player - can be read in
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-- a precondition but not be modified
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-- get the list of variables the player can *write*
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local tmp = yl_speak_up.get_quest_variables_with_write_access(pname)
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-- sort that list (the dropdown formspec element returns just an index)
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table.sort(tmp)
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for i, v in ipairs(tmp) do
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table.insert(var_list, v)
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end
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return var_list
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end
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-- helper function for yl_speak_up.show_effect
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-- used by "state" and "property"
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yl_speak_up.show_effect_with_operator = function(r, var_name)
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if(not(r.r_operator)) then
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return "Error: Operator not defined."
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elseif(r.r_operator == "set_to") then
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return "set "..var_name.." to value \""..
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tostring(r.r_var_cmp_value).."\""
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elseif(r.r_operator == "unset") then
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return "discard "..var_name.." (unset)"
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elseif(r.r_operator == "set_to_current_time") then
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return "set "..var_name.." to the current time"
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elseif(r.r_operator == "quest_step") then
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return "store that the player has completed quest step \""..
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tostring(r.r_var_cmp_value).."\""
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elseif(r.r_operator == "maximum") then
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return "set "..var_name.." to value \""..
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tostring(r.r_var_cmp_value).."\" if its current value is larger than that"
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elseif(r.r_operator == "minimum") then
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return "set "..var_name.." to value \""..
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tostring(r.r_var_cmp_value).."\" if its current value is lower than that"
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elseif(r.r_operator == "increment") then
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return "increment the value of "..var_name.." by \""..
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tostring(r.r_var_cmp_value).."\""
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elseif(r.r_operator == "decrement") then
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return "decrement the value of "..var_name.." by \""..
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tostring(r.r_var_cmp_value).."\""
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else
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return "ERROR: Wrong operator \""..tostring(r.r_operator).."\" for "..var_name
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end
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end
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-- returns a human-readable text as description of the effects
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-- (as shown in the edit options dialog and in the edit effect formspec)
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yl_speak_up.show_effect = function(r, pname)
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if(not(r.r_type) or r.r_type == "") then
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return "(nothing): Nothing to do. No effect."
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elseif(r.r_type == "give_item") then
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return "give_item: Add \""..tostring(r.r_value).."\" to the player's inventory."
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elseif(r.r_type == "take_item") then
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return "take_item: Take \""..tostring(r.r_value).."\" from the player's inventory."
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elseif(r.r_type == "move") then
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return "move: Move the player to "..tostring(r.r_value).."."
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elseif(r.r_type == "function") then
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return "function: execute \""..tostring(r.r_value).."\"."
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elseif(r.r_type == "trade") then
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return "trade: obsolete (now defined as an action)"
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elseif(r.r_type == "dialog") then
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return "Switch to dialog \""..tostring(r.r_value).."\"."
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elseif(r.r_type == "state") then
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local var_name = "VARIABLE[ - ? - ]"
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if(r.r_variable) then
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var_name = "VARIABLE[ "..tostring(
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yl_speak_up.strip_pname_from_var(r.r_variable, pname)).." ]"
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end
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return yl_speak_up.show_effect_with_operator(r, var_name)
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-- the value of a property of the NPC (for generic NPC) ("property"):
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elseif(r.r_type == "property") then
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local var_name = "PROPERTY[ "..tostring(r.r_value or "- ? -").." ]"
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return yl_speak_up.show_effect_with_operator(r, var_name)
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-- something that has to be calculated or evaluated (=call a function) ("evaluate"):
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elseif(r.r_type == "evaluate") then
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local str = ""
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for i = 1, 9 do
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str = str..tostring(r["r_param"..tostring(i)])
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if(i < 9) then
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str = str..","
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end
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end
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return "FUNCTION["..tostring(r.r_value).."]("..str..")"
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elseif(r.r_type == "block") then
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if(not(r.r_pos) or type(r.r_pos) ~= "table"
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or not(r.r_pos.x) or not(r.r_pos.y) or not(r.r_pos.z)) then
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return "ERROR: r.r_pos is "..minetest.serialize(r.r_pos)
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-- we don't check here yet which node is actually there - that will be done upon execution
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elseif(yl_speak_up.check_blacklisted(r.r_value, r.r_node, r.r_node)) then
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return "ERROR: Blocks of type \""..tostring(r.r_node).."\" do not allow "..
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"interaction of type \""..tostring(r.r_value).."\" for NPC."
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elseif(r.r_value == "place") then
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return "Place \""..tostring(r.r_node).."\" with param2: "..tostring(r.r_param2)..
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" at "..minetest.pos_to_string(r.r_pos).."."
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elseif(r.r_value == "dig") then
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return "Dig the block at "..minetest.pos_to_string(r.r_pos).."."
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elseif(r.r_value == "punch") then
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return "Punch the block at "..minetest.pos_to_string(r.r_pos).."."
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elseif(r.r_value == "right-click") then
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return "Right-click the block at "..minetest.pos_to_string(r.r_pos).."."
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else
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return "ERROR: Don't know what to do with the block at "..
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minetest.pos_to_string(r.r_pos)..": \""..tostring(r.r_value).."\"?"
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end
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elseif(r.r_type == "craft") then
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-- this is only shown in the edit options menu and when editing an effect;
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-- we can afford a bit of calculation here (it's not a precondtion...)
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if(not(r.r_value) or not(r.r_craft_grid)) then
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return "ERROR: Crafting not configured correctly."
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end
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local craft_str = "Craft \""..tostring(r.r_value).."\" from "..
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table.concat(r.r_craft_grid, ", ").."."
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-- check here if the craft receipe is broken
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local input = {}
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input.items = {}
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for i, v in ipairs(r.r_craft_grid) do
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input.items[ i ] = ItemStack(v or "")
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end
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input.method = "normal" -- normal crafting; no cooking or fuel or the like
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input.width = 3
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local output, decremented_input = minetest.get_craft_result(input)
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if(output.item:is_empty()) then
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return "Error: Recipe changed! No output for "..craft_str
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end
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-- the craft receipe may have changed in the meantime and yield a diffrent result
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local expected_stack = ItemStack(r.r_value)
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if(output.item:get_name() ~= expected_stack:get_name()
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or output.item:get_count() ~= expected_stack:get_count()) then
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return "Error: Amount of output changed! "..craft_str
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end
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return craft_str
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elseif(r.r_type == "on_failure") then
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return "If the *previous* effect failed, go to dialog \""..tostring(r.r_value).. "\"."
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elseif(r.r_type == "chat_all") then
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return "Send chat message: \""..tostring(r.r_value).."\""
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elseif(r.r_type == "put_into_block_inv") then
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if(not(r.r_pos) or type(r.r_pos) ~= "table"
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or not(r.r_pos.x) or not(r.r_pos.y) or not(r.r_pos.z)) then
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return "ERROR: r.r_pos is "..minetest.serialize(r.r_pos)
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end
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return "Put item \""..tostring(r.r_itemstack).."\" from NPC inv into block at "..
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minetest.pos_to_string(r.r_pos)..
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" in inventory list \""..tostring(r.r_inv_list_name).."\"."
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elseif(r.r_type == "take_from_block_inv") then
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if(not(r.r_pos) or type(r.r_pos) ~= "table"
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or not(r.r_pos.x) or not(r.r_pos.y) or not(r.r_pos.z)) then
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return "ERROR: r.r_pos is "..minetest.serialize(r.r_pos)
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end
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return "Take item \""..tostring(r.r_itemstack).."\" from block at "..
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minetest.pos_to_string(r.r_pos)..
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" out of inventory list \""..tostring(r.r_inv_list_name)..
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"\" and put it into the NPC's inventory."
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elseif(r.r_type == "deal_with_offered_item") then
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local nr = 1
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if(r.r_value) then
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nr = math.max(1, table.indexof(yl_speak_up.dropdown_values_deal_with_offered_item,
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r.r_value))
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return yl_speak_up.dropdown_list_deal_with_offered_item[ nr ]
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end
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return "ERROR: Missing subtype r.r_value: \""..tostring(r.r_value).."\""
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end
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-- fallback
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return tostring(r.r_value)
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end
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-- these are only wrapper functions for those in fs_edit_general.lua
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yl_speak_up.input_edit_effects = function(player, formname, fields)
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return yl_speak_up.handle_input_fs_edit_option_related(player, formname, fields,
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"r_", "o_results", yl_speak_up.max_result_effects,
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"(Ef)fect", "tmp_result",
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"Please punch the block you want to manipulate in your effect!",
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values_what, values_operator, values_block, {}, {},
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check_what, check_operator, check_block, {}, {},
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-- player variables with write access
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yl_speak_up.get_sorted_player_var_list_write_access,
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"edit_effects"
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)
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end
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yl_speak_up.get_fs_edit_effects = function(player, table_click_result)
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return yl_speak_up.build_fs_edit_option_related(player, table_click_result,
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"r_", "o_results", yl_speak_up.max_result_effects,
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"(Ef)fect", "tmp_result",
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"What do you want to change with this effect?",
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values_what, values_operator, values_block, {}, {},
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check_what, check_operator, check_block, {}, {},
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-- player variables with write access
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yl_speak_up.get_sorted_player_var_list_write_access,
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yl_speak_up.show_effect,
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"table_of_elements",
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"Change the value of the following variable:", "Set variable to:", "New value:",
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"The NPC shall do something to the block at the following position:"
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)
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end
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yl_speak_up.register_fs("edit_effects",
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yl_speak_up.input_edit_effects,
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yl_speak_up.get_fs_edit_effects,
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-- no special formspec required:
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nil
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)
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