npc_talk_edit/api/api_alternate_text.lua

435 lines
18 KiB
Lua

-- helper function for yl_speak_up.handle_input_fs_edit_option_related
-- (handle editing of alternate texts that are shown instead of the normal dialog)
yl_speak_up.handle_edit_actions_alternate_text = function(
player, pname, n_id, d_id, o_id, x_id, id_prefix,
formspec_input_to, data, fields, tmp_data_cache)
local dialog = yl_speak_up.speak_to[pname].dialog
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
-- edit_dialog_options: these first two buttons can only be pressed in this dialog
-- action failed: want to edit the text that is shown when switching to the next dialog?
if(fields.button_edit_action_failed_dialog) then
-- the target effect is the (failed) action
local target_action = {}
local actions = dialog.n_dialogs[ d_id ].d_options[ o_id ].actions
if(actions) then
for a_id, a in pairs(actions) do
if(a and a.a_id) then
target_action = a
end
end
end
if(not(target_action)) then
return
end
-- remember what we're working at
yl_speak_up.speak_to[pname].edit_alternate_text_for = target_action
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.extend_fs_edit_dialog_modification(
dialog, target_action.a_on_failure, target_action.alternate_text,
"if the action \""..tostring(target_action.a_id)..
"\" of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" failed because the player did something wrong")
})
-- showing new formspec - the calling function shall return as well
return true
-- action was successful: want to edit the text that is shown when switching to the next dialog?
elseif(fields.button_edit_action_success_dialog) then
-- the target effect is the "dialog" effect
local target_effect = {}
local results = dialog.n_dialogs[ d_id ].d_options[ o_id ].o_results
if(results) then
for r_id, r in pairs(results) do
if(r and r.r_type and r.r_type == "dialog") then
target_effect = r
end
end
end
if(not(target_effect)) then
return
end
-- remember what we're working at
yl_speak_up.speak_to[pname].edit_alternate_text_for = target_effect
-- this only happens in edit_options_dialog; log it directly
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.extend_fs_edit_dialog_modification(
dialog, target_effect.r_value, target_effect.alternate_text,
"if the action "..
"of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" was successful - or if there was no action")
})
-- showing new formspec - the calling function shall return as well
return true
-- in edit action dialog: edit alternate text for a failed action
elseif(fields.button_edit_action_on_failure_text_change) then
local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs)
local failure_id = ""
-- action is beeing edited; data.action_failure_dialog points to an index
if(data and data.action_failure_dialog) then
failure_id = sorted_dialog_list[ data.action_failure_dialog ]
end
-- remember what we edit
data.x_id = x_id
data.id_prefix = id_prefix
yl_speak_up.speak_to[pname].edit_alternate_text_for = data
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.extend_fs_edit_dialog_modification(
dialog, failure_id, data.alternate_text,
"if the action \""..tostring(x_id)..
"\" of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" failed because the player did something wrong")
})
-- showing new formspec - the calling function shall return as well
return true
-- edit alternate text for an on_failure effect
elseif(fields.button_edit_effect_on_failure_text_change) then
-- remember what we edit
data.x_id = x_id
data.id_prefix = id_prefix
yl_speak_up.speak_to[pname].edit_alternate_text_for = data
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.extend_fs_edit_dialog_modification(
dialog, data.on_failure, data.alternate_text,
"if the effect \""..tostring(x_id)..
"\" of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" failed to execute correctly")
})
-- showing new formspec - the calling function shall return as well
return true
-- edit alternate text for when the player has failed to do the action too many times
elseif(fields.button_edit_limit_action_failed_repeat) then
local timer_name = "timer_on_failure_"..tostring(d_id).."_"..tostring(o_id)
local timer_data = yl_speak_up.get_variable_metadata( timer_name, "parameter", true)
local alternate_text = yl_speak_up.standard_text_if_action_failed_too_often
if(timer_data and timer_data["alternate_text"]) then
alternate_text = timer_data["alternate_text"]
end
-- remember what we're working at
yl_speak_up.speak_to[pname].edit_alternate_text_for = "timer_on_failure"
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.extend_fs_edit_dialog_modification(
dialog, d_id, alternate_text,
"if the player failed to complete the action "..
"\" of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" too many times",
true) -- forbid_turn_into_new_dialog
})
-- showing new formspec - the calling function shall return as well
return true
-- edit alternate text whent he player has to wait a bit until he's allowed to repeat the
-- action (to avoid i.e. unlimited quest item handout)
elseif(fields.button_edit_limit_action_success_repeat) then
local timer_name = "timer_on_success_"..tostring(d_id).."_"..tostring(o_id)
local timer_data = yl_speak_up.get_variable_metadata( timer_name, "parameter", true)
local alternate_text = yl_speak_up.standard_text_if_action_repeated_too_soon
if(timer_data and timer_data["alternate_text"]) then
alternate_text = timer_data["alternate_text"]
end
-- remember what we're working at
yl_speak_up.speak_to[pname].edit_alternate_text_for = "timer_on_success"
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.extend_fs_edit_dialog_modification(
dialog, d_id, alternate_text,
"if the player has complete the action "..
"\" of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" just not long enough ago",
true) -- forbid_turn_into_new_dialog
})
-- showing new formspec - the calling function shall return as well
return true
-- save the changes
elseif(fields.save_dialog_modification) then
local old_text = "-none-"
local target_element = yl_speak_up.speak_to[pname].edit_alternate_text_for
if(target_element
and (target_element == "timer_on_failure" or target_element == "timer_on_success")) then
-- we're changing a timer (both can be handled the same way here)
local timer_name = target_element.."_"..tostring(d_id).."_"..tostring(o_id)
local timer_data = yl_speak_up.get_variable_metadata( timer_name, "parameter", true)
local alternate_text = yl_speak_up.standard_text_if_action_failed_too_often
if(target_element == "timer_on_success") then
alternate_text = yl_speak_up.standard_text_if_action_repeated_too_soon
end
if(timer_data and timer_data["alternate_text"]) then
alternate_text = timer_data["alternate_text"]
end
-- store the modified alternate text
if(fields.d_text_new and fields.d_text_new ~= ""
and fields.d_text_new ~= alternate_text) then
-- 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",
"alternate_text", fields.d_text_new)
-- log the change
yl_speak_up.log_change(pname, n_id,
"Dialog "..d_id..", option "..tostring(o_id)..
": The text displayed for "..tostring(target_element)..
" was changed from "..
"["..tostring(alternate_text).."] to ["..
tostring(fields.d_text_new).."].")
end
end
elseif(target_element) then
data = target_element
id_prefix = "a_"
if(target_element.r_id) then
id_prefix = "r_"
end
old_text = target_element.alternate_text
else
old_text = data.alternate_text
end
if(data and fields.d_text_new and fields.d_text_new ~= "$TEXT$"
and fields.d_text_new ~= data.alternate_text) then
-- store modification
-- not necessary for edit_option_dialog
if(tmp_data_cache) then
data.alternate_text = fields.d_text_new
yl_speak_up.speak_to[pname][ tmp_data_cache ] = data
else
target_element.alternate_text = fields.d_text_new
end
if(id_prefix == "r_") then
local failure_id = data.on_failure
-- effect is beeing edited; data.on_failure contains the dialog name
if(data and data.on_failure) then
failure_id = data.on_failure
-- edit_option_dialog: data.r_value contains the dialog name
elseif(target_element and target_element.r_value) then
failure_id = target_element.r_value
end
-- record the change
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The text displayed for dialog "..
tostring(failure_id).." when selecting option "..
tostring(o_id).." in dialog "..tostring( d_id )..
" and effect "..tostring(x_id).." failed "..
" was changed from "..
"["..tostring(old_text).."] to ["..tostring(fields.d_text_new).."].")
elseif(id_prefix == "a_") then
local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs)
local failure_id = ""
-- action is beeing edited; data.action_failure_dialog points to an index
if(data and data.action_failure_dialog) then
failure_id = sorted_dialog_list[ data.action_failure_dialog ]
-- edit_option_dialog: data.a_on_failure contains the dialog name
elseif(target_element and target_element.a_on_failure) then
failure_id = target_element.a_on_failure
end
-- record the change
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The text displayed for dialog "..
tostring(failure_id).." when the action "..
tostring(x_id).." of option "..
tostring( o_id ).." in dialog "..tostring( d_id )..
" failed, was changed from "..
"["..tostring(old_text).."] to ["..tostring(fields.d_text_new).."].")
end
-- saved; finished editing
yl_speak_up.speak_to[pname].edit_alternate_text_for = nil
end
-- turn this alternate answer into a new dialog
elseif(fields.turn_alternate_text_into_new_dialog) then
local target_element = yl_speak_up.speak_to[pname].edit_alternate_text_for
if(target_element) then
data = target_element
if(data.id_prefix and data.x_id) then
id_prefix = data.id_prefix
x_id = data.x_id
else
id_prefix = "a_"
x_id = target_element.a_id
if(target_element.r_id) then
id_prefix = "r_"
x_id = target_element.r_id
end
end
end
-- create the new dialog
local new_dialog_id = yl_speak_up.add_new_dialog(dialog, pname, nil)
-- set the text (the previous alternate text)
dialog.n_dialogs[ new_dialog_id ].d_text = data.alternate_text
-- edit option: effect dialog - this is the normal progression from this dialog to the next
if( data.r_id and data.r_type and data.r_type == "dialog") then
data.r_value = new_dialog_id
data.alternate_text = nil
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The alternate text for effect "..tostring(x_id)..
" (dialog) of option "..tostring(o_id).." was turned into the new dialog "..
tostring(new_dialog_id).." (edit option).")
-- edit option: the action failed
elseif(data.a_id and data.a_on_failure) then
data.a_on_failure = new_dialog_id
data.alternate_text = nil
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The alternate text for action "..tostring(data.a_id)..
" of option "..tostring(o_id).." was turned into the new dialog "..
tostring(new_dialog_id).." (edit option).")
-- edit action: the action failed
elseif(data.what and data.what == 6 and data.action_failure_dialog) then
local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs)
data.action_failure_dialog = math.max(1,
table.indexof(sorted_dialog_list, new_dialog_id))
data.a_on_failure = new_dialog_id
data.alternate_text = nil
-- make sure its stored correctly
dialog.n_dialogs[d_id].d_options[o_id].actions[x_id].a_on_failure = new_dialog_id
dialog.n_dialogs[d_id].d_options[o_id].actions[x_id].alternate_text = nil
yl_speak_up.speak_to[pname][ tmp_data_cache ] = data
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The alternate text for action "..tostring(x_id)..
" of option "..tostring(o_id).." was turned into the new dialog "..
tostring(new_dialog_id).." (edit action).")
-- edit effect: on_failure - the previous effect failed
elseif(data.what and data.what == 5 and data.on_failure) then
data.on_failure = new_dialog_id
data.alternate_text = nil
-- make sure its stored correctly
dialog.n_dialogs[d_id].d_options[o_id].o_results[x_id].on_failure = new_dialog_id
dialog.n_dialogs[d_id].d_options[o_id].o_results[x_id].alternate_text = nil
yl_speak_up.speak_to[pname][ tmp_data_cache ] = data
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The alternate text for effect "..tostring(x_id)..
" of option "..tostring(o_id).." was turned into the new dialog "..
tostring(new_dialog_id).." (edit effect).")
end
end
end
yl_speak_up.show_colored_dialog_text = function(dialog, data, d_id, hypertext_pos,
alternate_label_text, postfix, button_name)
if(not(data)) then
return ""
end
-- if(math.random(1,2)==1) then data.alternate_text = "This is an alternate text.\n$TEXT$" end
-- slightly red in order to indicate that this is an on_failure dialog
local color = "776666"
-- ..except for normal redirecting to the next dialog with the dialog effect
-- (slightly yellow there)
if(data.r_id and data.r_type and data.r_type == "dialog") then
color = "777766"
end
local add_info_alternate_text = ""
local text = ""
if(dialog and dialog.n_dialogs and dialog.n_dialogs[ d_id ]) then
text = dialog.n_dialogs[ d_id ].d_text
end
if(d_id == "d_got_item") then
color = "777777"
text = "[This dialog shall only have automatic options. The text is therefore irrelevant.]"
end
if(d_id == "d_end") then
color = "777777"
text = "[The NPC will end this conversation.]"
end
if(not(text)) then
text = "[ERROR: No text!]"
end
if(data and data.alternate_text and data.alternate_text ~= "") then
add_info_alternate_text = alternate_label_text
-- replace $TEXT$ with the normal dialog text and make the new text yellow
text = "<style color=#FFFF00>"..
string.gsub(
data.alternate_text,
"%$TEXT%$",
"<style color=#FFFFFF>"..text.."</style>")..
"</style>"
-- slightly blue in order to indicate that this is a modified text
color = "333366"
end
-- fallback
if(not(text)) then
text = "ERROR: No dialog text found for dialog \""..tostring(d_id).."\"!"
end
-- display the variables in orange
text = yl_speak_up.replace_vars_in_text(text,
-- fake dialog; just adds the colors
-- also MY_NAME..but we can easily replace just one
{ n_npc = "<style color=#FF8800>$NPC_NAME$</style>",
npc_owner = "<style color=#FF8800>$OWNER_NAME$</style>"},
-- pname
"<style color=#FF8800>$PLAYER_NAME$</style>")
local edit_button = ""
-- if there is the possibility that an alternate text may be displayed: allow to edit it
-- and calculate the position of the button from the hypertext_pos position and size
if(button_name and button_name ~= "") then
local parts = string.split(hypertext_pos, ";")
local start = string.split(parts[1], ",")
local size = string.split(parts[2], ",")
edit_button = "button_exit["..
tostring(tonumber(start[1]) + tonumber(size[1]) - 3.5)..","..
tostring(tonumber(start[2]) + tonumber(size[2]) - 0.9)..";"..
"3.0,0.7;"..button_name..";Edit this text]"
end
return add_info_alternate_text..
postfix..
"hypertext["..hypertext_pos..";<global background=#"..color.."><normal>"..
minetest.formspec_escape(text or "?")..
"\n</normal>]"..
-- display the edit button *inside*/on top of the hypertext field
edit_button
end
-- this allows to edit modifications of a dialog that are applied when a given option
-- is choosen - i.e. when the NPC wants to answer some questions - but those answers
-- do not warrant their own dialog
yl_speak_up.extend_fs_edit_dialog_modification = function(dialog, d_id, alternate_dialog_text, explanation,
forbid_turn_into_new_dialog)
local nd = "button[9.0,12.3;6,0.7;turn_alternate_text_into_new_dialog;Turn this into a new dialog]"
if(forbid_turn_into_new_dialog) then
nd = ""
end
return table.concat({"size[20,13.5]",
"label[6.0,0.5;Edit alternate text]",
"label[0.2,1.0;The alternate text which you can edit here will be shown instead of "..
"the normal text of the dialog \"", tostring(d_id), "\" - but *only*\n",
tostring(explanation or "- missing explanation -"), ".]",
"label[0.2,2.3;This is the normal text of dialog \"",
minetest.formspec_escape(tostring(d_id)), "\", shown for reference:]",
yl_speak_up.show_colored_dialog_text(
dialog,
{r_id = "", r_type = "dialog"},
d_id,
"1.2,2.6;18.0,4.0;d_text_orig",
"", -- no modifications possible at this step
"",
""), -- no edit button here as this text cannot be changed here
"label[0.2,7.3;Enter the alternate text here. $TEXT$ will be replaced with the normal "..
"dialog text above:]",
"textarea[1.2,7.6;18.0,4.5;d_text_new;;",
minetest.formspec_escape(alternate_dialog_text or "$TEXT$"), "]",
"button[3.0,12.3;1,0.7;back_from_edit_dialog_modification;Abort]",
"button[6.0,12.3;1,0.7;save_dialog_modification;Save]",
nd
}, "")
end