some more progress on turning dialogs in alternate texts
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@ -379,6 +379,12 @@ yl_speak_up.show_what_points_to_this_dialog = function(player, this_dialog)
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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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@ -450,50 +456,106 @@ yl_speak_up.show_what_points_to_this_dialog = function(player, 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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--[[
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local formspec = {
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"formspec_version[3]",
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"size[20,8]",
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-- back to the list with that one precondition or effect
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"button[0.2,0.2;19.4,0.6;back;Back to dialog "..minetest.formspec_escape(this_dialog).."]",
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"button[0.2,7.2;19.4,0.6;back;Back to dialog "..minetest.formspec_escape(this_dialog).."]",
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"label[0.2,1.1;Dialog \""..minetest.formspec_escape(this_dialog).."\" "..
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"is referenced here:]",
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"tablecolumns[color,span=1;text;color,span=1;text]",
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"table[1.2,1.4;17.6,5.5;table_of_dialog_uses;"
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}
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for i, v in ipairs(found) do
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local a_or_e = ""
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if(v[4] ~= "action failed") then
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a_or_e = "effect"
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else
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a_or_e = "action"
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end
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table.insert(formspec, "#FFFFFF,"..
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minetest.formspec_escape(
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"Dialog \""..tostring(v[1]).."\", option \""..tostring(v[2])..
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"\", "..tostring(a_or_e).." \""..tostring(v[3]).."\":")..
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",#FFFFFF,"..minetest.formspec_escape(v[4])..",")
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end
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return table.concat(formspec, "").."]"
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--]]
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end
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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) then
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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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-- works only in edit mode
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-- fields.turn_dialog_into_alternate_text is set
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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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local dialog = yl_speak_up.speak_to[pname].dialog
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-- TODO. make turn into alternate_text work
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minetest.chat_send_player("singleplayer","GREAT! Got input: "..minetest.serialize(fields))
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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 = "This should work."
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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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--[[ TODO: implement properly
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-- TODO: there may already be alternate texts stored there, which may or may not reference d_text
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-- normal switching to the next dialog
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if( f.element.r_id and f.element.r_type == "dialog") then
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dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ].o_results[ f.id ].alternate_text = d_text
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-- the previous effect failed
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elseif(f.element.r_id and f.element.r_type == "on_failure") then
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dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ].o_results[ f.id ].alternate_text = d_text
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-- an action failed
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elseif(f.element.a_id) then
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dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ].actions[ f.id ].alternate_text = d_text
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end
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-- TODO: where shall these dialogs point to?
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--]]
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end
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