split up functions.lua into diffrent files
This commit is contained in:
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@ -1,33 +1,12 @@
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--###
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-- Init
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--###
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-- self (the npc as such) is rarely passed on to any functions; in order to be able to check if
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-- the player really owns the npc, we need to have that data available;
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-- format: yl_speak_up.npc_owner[ npc_id ] = owner_name
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yl_speak_up.npc_owner = {}
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-- store the current trade between player and npc in case it gets edited in the meantime
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yl_speak_up.trade = {}
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-- store what the player last entered in an text_input action
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yl_speak_up.last_text_input = {}
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yl_speak_up.reset_vars_for_player = function(pname, reset_fs_version)
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yl_speak_up.speak_to[pname] = nil
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yl_speak_up.last_text_input[pname] = nil
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-- when just stopping editing: don't reset the fs_version
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if(reset_fs_version) then
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yl_speak_up.fs_version[pname] = nil
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end
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end
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--###
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-- Debug
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--###
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yl_speak_up.debug = true
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--
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-- These functions here access and manipulate the "dialogs" data structure.
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-- It is loaded for each player whenever the player talks to an NPC. Each
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-- talking player gets *a copy* of that data structure.
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--
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-- As this mod is about this "dialogs" data structure and its editing, this
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-- isn't the only place in this mod where the data structure is accessed
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-- and/or manipulated. This here just contains some common functions.
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--
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--###
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-- Helpers
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--###
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@ -39,20 +18,6 @@ yl_speak_up.get_number_from_id = function(any_id)
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return string.split(any_id, "_")[2]
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end
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local function save_path(n_id)
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return yl_speak_up.worldpath .. yl_speak_up.path .. DIR_DELIM .. n_id .. ".json"
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end
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yl_speak_up.get_error_message = function()
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local formspec = {
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"size[13.4,8.5]",
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"bgcolor[#FF0000]",
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"label[0.2,0.35;Please save a NPC file first]",
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"button_exit[0.2,7.7;3,0.75;button_back;Back]"
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}
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return table.concat(formspec, "")
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end
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yl_speak_up.find_next_id = function(t)
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local start_id = 1
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@ -88,120 +53,12 @@ yl_speak_up.sanitize_sort = function(options, value)
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return retval
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end
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--###
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--Load and Save
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--###
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-- we can't really log changes here in this function because we don't know *what* has been changed
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yl_speak_up.save_dialog = function(n_id, dialog)
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if type(n_id) ~= "string" or type(dialog) ~= "table" then
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return false
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end
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local p = save_path(n_id)
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-- save some data (in particular usage of quest variables)
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yl_speak_up.update_stored_npc_data(n_id, dialog)
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-- make sure we never store any automaticly added generic dialogs
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dialog = yl_speak_up.strip_generic_dialogs(dialog)
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-- never store d_dynamic dialogs
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if(dialog.n_dialogs and dialog.n_dialogs["d_dynamic"]) then
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dialog.n_dialogs["d_dynamic"] = nil
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end
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local content = minetest.write_json(dialog)
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return minetest.safe_file_write(p, content)
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end
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-- if a player is supplied: include generic dialogs
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yl_speak_up.load_dialog = function(n_id, player) -- returns the saved dialog
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local p = save_path(n_id)
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-- note: add_generic_dialogs will also add an empty d_dynamic dialog
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local file, err = io.open(p, "r")
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if err then
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return yl_speak_up.add_generic_dialogs({}, n_id, player)
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end
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io.input(file)
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local content = io.read()
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local dialog = minetest.parse_json(content)
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io.close(file)
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if type(dialog) ~= "table" then
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dialog = {}
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end
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return yl_speak_up.add_generic_dialogs(dialog, n_id, player)
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end
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-- used by staff and input_inital_config
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yl_speak_up.fields_to_dialog = function(pname, fields)
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local n_id = yl_speak_up.speak_to[pname].n_id
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local dialog = yl_speak_up.load_dialog(n_id, false)
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local save_d_id = ""
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if next(dialog) == nil then -- No file found. Let's create the basic values
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dialog = {}
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dialog.n_dialogs = {}
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end
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if dialog.n_dialogs == nil or next(dialog.n_dialogs) == nil then --No dialogs found. Let's make a table
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dialog.n_dialogs = {}
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end
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if fields.d_text ~= "" then -- If there is dialog text, then save new or old dialog
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if fields.d_id == yl_speak_up.text_new_dialog_id then --New dialog --
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-- Find highest d_id and increase by 1
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save_d_id = "d_" .. yl_speak_up.find_next_id(dialog.n_dialogs)
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-- Initialize empty dialog
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dialog.n_dialogs[save_d_id] = {}
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else -- Already existing dialog
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save_d_id = fields.d_id
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end
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-- Change dialog
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dialog.n_dialogs[save_d_id].d_id = save_d_id
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dialog.n_dialogs[save_d_id].d_type = "text"
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dialog.n_dialogs[save_d_id].d_text = fields.d_text
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dialog.n_dialogs[save_d_id].d_sort = fields.d_sort
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end
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--Context
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yl_speak_up.speak_to[pname].d_id = save_d_id
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-- Just in case the NPC vlaues where changed or set
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dialog.n_id = n_id
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dialog.n_description = fields.n_description
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dialog.n_npc = fields.n_npc
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dialog.npc_owner = fields.npc_owner
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return dialog
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end
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yl_speak_up.delete_dialog = function(n_id, d_id)
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if d_id == yl_speak_up.text_new_dialog_id then
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return false
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end -- We don't delete "New dialog"
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local dialog = yl_speak_up.load_dialog(n_id, false)
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dialog.n_dialogs[d_id] = nil
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yl_speak_up.save_dialog(n_id, dialog)
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end
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--###
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--Formspecs
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--###
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-- get formspecs
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-- talk
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-- receive fields
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-- talk
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-- helper function
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-- the option to override next_id and provide a value is needed when a new dialog was
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@ -459,247 +316,6 @@ yl_speak_up.sort_keys = function(t, simple)
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end
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-- identify multiple results that lead to target dialogs
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yl_speak_up.check_for_disambigous_results = function(n_id, pname)
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local errors_found = false
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-- this is only checked when trying to edit this npc;
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-- let's stick to check the dialogs of this one without generic dialogs
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local dialog = yl_speak_up.load_dialog(n_id, false)
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-- nothing defined yet - nothing to repair
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if(not(dialog.n_dialogs)) then
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return
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end
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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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if(d_id and d and 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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if(o_id and o and o.o_results) then
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local dialog_results = {}
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-- iterate over all results
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for r_id, r in pairs(o.o_results) do
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if(r.r_type == "dialog") then
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table.insert(dialog_results, r_id)
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end
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end
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if(#dialog_results>1) then
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local msg = "ERROR: Dialog "..
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tostring(d_id)..", option "..tostring(o_id)..
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", has multiple results of type dialog: "..
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minetest.serialize(dialog_results)..". Please "..
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"let someone with npc_master priv fix that first!"
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yl_speak_up.log_change(pname, n_id, msg, "error")
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if(pname) then
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minetest.chat_send_player(pname, msg)
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end
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errors_found = true
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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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return errors_found
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end
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-- returns true if someone is speaking to the NPC
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yl_speak_up.npc_is_in_conversation = function(n_id)
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for name, data in pairs(yl_speak_up.speak_to) do
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if(data and data.n_id and data.n_id == n_id) then
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return true
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end
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end
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return false
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end
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-- returns a list of players that are in conversation with this NPC
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yl_speak_up.npc_is_in_conversation_with = function(n_id)
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local liste = {}
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for name, data in pairs(yl_speak_up.speak_to) do
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if(data and data.n_id and data.n_id == n_id) then
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table.insert(liste, name)
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end
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end
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return liste
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end
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-- Make the NPC talk
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-- assign n_ID
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-- usually this happens when talking to the NPC for the first time;
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-- but if you want to you can call this function earlier (on spawn)
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-- so that logging of spawning with the ID is possible
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yl_speak_up.initialize_npc = function(self)
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-- already configured?
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if(not(self) or (self.yl_speak_up and self.yl_speak_up.id)) then
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return self
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end
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local m_talk = yl_speak_up.talk_after_spawn or true
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local m_id = yl_speak_up.number_of_npcs + 1
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yl_speak_up.number_of_npcs = m_id
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yl_speak_up.modstorage:set_int("amount", m_id)
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self.yl_speak_up = {
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talk = m_talk,
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id = m_id,
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textures = self.textures
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}
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return self
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end
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function yl_speak_up.talk(self, clicker)
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if not clicker and not clicker:is_player() then
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return
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end
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if not self then
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return
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end
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local id_prefix = "n"
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-- we are not dealing with an NPC but with a position/block on the map
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if(self.is_block) then
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id_prefix = "p"
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local owner = "- unknown -"
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local talk_name = "- unknown -"
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if(self.pos and self.pos and self.pos.x) then
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local meta = minetest.get_meta(self.pos)
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if(meta) then
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owner = meta:get_string("owner") or ""
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talk_name = meta:get_string("talk_name") or ""
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end
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end
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self.yl_speak_up = {
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is_block = true,
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talk = true,
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id = minetest.pos_to_string(self.pos, 0),
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textures = {},
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owner = owner,
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npc_name = talk_name,
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object = nil, -- blocks don't have an object
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}
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-- TODO: remember somewhere that this block is relevant
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-- initialize the mob if necessary; this happens at the time of first talk, not at spawn time!
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elseif(not(self.yl_speak_up) or not(self.yl_speak_up.id)) then
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self = yl_speak_up.initialize_npc(self)
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end
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local npc_id = self.yl_speak_up.id
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local n_id = id_prefix.."_" .. npc_id
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-- remember whom the npc belongs to (as long as we still have self.owner available for easy access)
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yl_speak_up.npc_owner[ n_id ] = self.owner
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local pname = clicker:get_player_name()
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if not self.yl_speak_up or not self.yl_speak_up.talk or self.yl_speak_up.talk~=true then
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local was = "This NPC"
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if(id_prefix ~= "n") then
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was = "This block"
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end
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-- show a formspec to other players that this NPC is busy
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if(not(yl_speak_up.may_edit_npc(clicker, n_id))) then
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-- show a formspec so that the player knows that he may come back later
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yl_speak_up.show_fs(player, "msg", {input_to = "yl_spaek_up:ignore", formspec =
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"size[6,2]"..
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"label[1.2,0.0;"..minetest.formspec_escape((self.yl_speak_up.npc_name or was)..
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" [muted]").."]"..
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"label[0.2,0.5;Sorry! I'm currently busy learning new things.]"..
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"label[0.2,1.0;Please come back later.]"..
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"button_exit[2.5,1.5;1,0.9;ok;Ok]"})
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return
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end
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-- allow the owner to edit (and subsequently unmute) the npc
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minetest.chat_send_player(pname, was.." is muted. It will only talk to you.")
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end
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yl_speak_up.speak_to[pname] = {}
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yl_speak_up.speak_to[pname].n_id = n_id -- Memorize which player talks to which NPC
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yl_speak_up.speak_to[pname].textures = self.yl_speak_up.textures
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yl_speak_up.speak_to[pname].option_index = 1
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-- the object itself may be needed in load_dialog for adding generic dialogs
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yl_speak_up.speak_to[pname].obj = self.object
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-- this makes it a bit easier to access some values later on:
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yl_speak_up.speak_to[pname]._self = self
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-- Load the dialog and see what we can do with it
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-- this inculdes generic dialog parts;
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yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id, clicker)
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-- is this player explicitly allowed to edit this npc?
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if(yl_speak_up.speak_to[pname].dialog
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and yl_speak_up.speak_to[pname].dialog.n_may_edit
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and yl_speak_up.speak_to[pname].dialog.n_may_edit[pname]
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and minetest.check_player_privs(clicker, {npc_talk_owner=true})) then
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yl_speak_up.speak_to[pname].may_edit_this_npc = true
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end
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local dialog = yl_speak_up.speak_to[pname].dialog
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if(not(dialog.trades)) then
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dialog.trades = {}
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end
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-- create a detached inventory for the npc and load its inventory
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yl_speak_up.load_npc_inventory(id_prefix.."_"..tostring(self.yl_speak_up.id), false, dialog)
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-- some NPC may have reset the animation; at least set it to the desired
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-- value whenever we talk to the NPC
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if self.yl_speak_up and self.yl_speak_up.animation then
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self.object:set_animation(self.yl_speak_up.animation)
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end
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-- maintain a list of existing NPC, but do not force saving
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yl_speak_up.update_npc_data(self, dialog, false)
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yl_speak_up.show_fs(clicker, "talk", {n_id = n_id})
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end
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-- mute the npc; either via the appropriate staff or via talking to him
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yl_speak_up.set_muted = function(p_name, obj, set_muted)
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if(not(obj)) then
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return
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end
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local luaentity = obj:get_luaentity()
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if(not(luaentity)) then
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return
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end
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local npc = luaentity.yl_speak_up.id
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local npc_name = luaentity.yl_speak_up.npc_name
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-- fallback
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if(not(npc_name)) then
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npc_name = npc
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end
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if(set_muted and luaentity.yl_speak_up.talk) then
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-- the npc is willing to talk
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luaentity.yl_speak_up.talk = false
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yl_speak_up.update_nametag(luaentity)
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-- minetest.chat_send_player(p_name,"NPC with ID n_"..npc.." will shut up at pos "..
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-- minetest.pos_to_string(obj:get_pos(),0).." on command of "..p_name)
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minetest.chat_send_player(p_name, "NPC n_"..tostring(npc).." is now muted and will "..
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"only talk to those who can edit the NPC.")
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yl_speak_up.log_change(p_name, "n_"..npc, "muted - NPC stops talking")
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elseif(not(set_muted) and not(luaentity.yl_speak_up.talk)) then
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-- mute the npc
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luaentity.yl_speak_up.talk = true
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yl_speak_up.update_nametag(luaentity)
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minetest.chat_send_player(p_name, "NPC n_"..tostring(npc).." is no longer muted and "..
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"will talk with any player who right-clicks the NPC.")
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-- minetest.chat_send_player(p_name,"NPC with ID n_"..npc.." will resume speech at pos "..
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-- minetest.pos_to_string(obj:get_pos(),0).." on command of "..p_name)
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yl_speak_up.log_change(p_name, "n_"..npc, "unmuted - NPC talks again")
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end
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end
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-- checks if dialog contains d_id and o_id
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yl_speak_up.check_if_dialog_has_option = function(dialog, d_id, o_id)
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return (dialog and d_id and o_id
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@ -717,22 +333,6 @@ yl_speak_up.check_if_dialog_exists = function(dialog, d_id)
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end
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-- has the player the right privs?
|
||||
-- this is used for the "I am your master" talk based configuration; *NOT* for the staffs!
|
||||
yl_speak_up.may_edit_npc = function(player, n_id)
|
||||
if(not(player)) then
|
||||
return false
|
||||
end
|
||||
local pname = player:get_player_name()
|
||||
-- is the player allowed to edit this npc?
|
||||
return ((yl_speak_up.npc_owner[ n_id ] == pname
|
||||
and minetest.check_player_privs(player, {npc_talk_owner=true}))
|
||||
or minetest.check_player_privs(player, {npc_talk_master=true})
|
||||
or minetest.check_player_privs(player, {npc_master=true})
|
||||
or (yl_speak_up.speak_to[pname]
|
||||
and yl_speak_up.speak_to[pname].may_edit_this_npc))
|
||||
end
|
||||
|
||||
|
||||
yl_speak_up.is_special_dialog = function(d_id)
|
||||
if(not(d_id)) then
|
112
functions_save_restore_dialogs.lua
Normal file
112
functions_save_restore_dialogs.lua
Normal file
@ -0,0 +1,112 @@
|
||||
|
||||
--###
|
||||
--Load and Save
|
||||
--###
|
||||
|
||||
local function save_path(n_id)
|
||||
return yl_speak_up.worldpath .. yl_speak_up.path .. DIR_DELIM .. n_id .. ".json"
|
||||
end
|
||||
|
||||
-- we can't really log changes here in this function because we don't know *what* has been changed
|
||||
yl_speak_up.save_dialog = function(n_id, dialog)
|
||||
if type(n_id) ~= "string" or type(dialog) ~= "table" then
|
||||
return false
|
||||
end
|
||||
local p = save_path(n_id)
|
||||
-- save some data (in particular usage of quest variables)
|
||||
yl_speak_up.update_stored_npc_data(n_id, dialog)
|
||||
-- make sure we never store any automaticly added generic dialogs
|
||||
dialog = yl_speak_up.strip_generic_dialogs(dialog)
|
||||
-- never store d_dynamic dialogs
|
||||
if(dialog.n_dialogs and dialog.n_dialogs["d_dynamic"]) then
|
||||
dialog.n_dialogs["d_dynamic"] = nil
|
||||
end
|
||||
local content = minetest.write_json(dialog)
|
||||
return minetest.safe_file_write(p, content)
|
||||
end
|
||||
|
||||
|
||||
-- if a player is supplied: include generic dialogs
|
||||
yl_speak_up.load_dialog = function(n_id, player) -- returns the saved dialog
|
||||
local p = save_path(n_id)
|
||||
|
||||
-- note: add_generic_dialogs will also add an empty d_dynamic dialog
|
||||
local file, err = io.open(p, "r")
|
||||
if err then
|
||||
return yl_speak_up.add_generic_dialogs({}, n_id, player)
|
||||
end
|
||||
io.input(file)
|
||||
local content = io.read()
|
||||
local dialog = minetest.parse_json(content)
|
||||
io.close(file)
|
||||
|
||||
if type(dialog) ~= "table" then
|
||||
dialog = {}
|
||||
end
|
||||
|
||||
return yl_speak_up.add_generic_dialogs(dialog, n_id, player)
|
||||
end
|
||||
|
||||
-- this deletes the dialog with id d_id from the npc n_id's dialogs;
|
||||
-- it loads the dialogs from the npc's savefile, deletes dialog d_id,
|
||||
-- and then saves the dialogs back to the npc's savefile in order to
|
||||
-- keep things consistent
|
||||
yl_speak_up.delete_dialog = function(n_id, d_id)
|
||||
if d_id == yl_speak_up.text_new_dialog_id then
|
||||
return false
|
||||
end -- We don't delete "New dialog"
|
||||
|
||||
local dialog = yl_speak_up.load_dialog(n_id, false)
|
||||
|
||||
dialog.n_dialogs[d_id] = nil
|
||||
|
||||
yl_speak_up.save_dialog(n_id, dialog)
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- used by staff and input_inital_config
|
||||
yl_speak_up.fields_to_dialog = function(pname, fields)
|
||||
local n_id = yl_speak_up.speak_to[pname].n_id
|
||||
local dialog = yl_speak_up.load_dialog(n_id, false)
|
||||
local save_d_id = ""
|
||||
|
||||
if next(dialog) == nil then -- No file found. Let's create the basic values
|
||||
dialog = {}
|
||||
dialog.n_dialogs = {}
|
||||
end
|
||||
|
||||
if dialog.n_dialogs == nil or next(dialog.n_dialogs) == nil then --No dialogs found. Let's make a table
|
||||
dialog.n_dialogs = {}
|
||||
end
|
||||
|
||||
if fields.d_text ~= "" then -- If there is dialog text, then save new or old dialog
|
||||
if fields.d_id == yl_speak_up.text_new_dialog_id then --New dialog --
|
||||
-- Find highest d_id and increase by 1
|
||||
save_d_id = "d_" .. yl_speak_up.find_next_id(dialog.n_dialogs)
|
||||
|
||||
-- Initialize empty dialog
|
||||
dialog.n_dialogs[save_d_id] = {}
|
||||
else -- Already existing dialog
|
||||
save_d_id = fields.d_id
|
||||
end
|
||||
-- Change dialog
|
||||
dialog.n_dialogs[save_d_id].d_id = save_d_id
|
||||
dialog.n_dialogs[save_d_id].d_type = "text"
|
||||
dialog.n_dialogs[save_d_id].d_text = fields.d_text
|
||||
dialog.n_dialogs[save_d_id].d_sort = fields.d_sort
|
||||
end
|
||||
|
||||
--Context
|
||||
yl_speak_up.speak_to[pname].d_id = save_d_id
|
||||
|
||||
-- Just in case the NPC vlaues where changed or set
|
||||
dialog.n_id = n_id
|
||||
dialog.n_description = fields.n_description
|
||||
dialog.n_npc = fields.n_npc
|
||||
|
||||
dialog.npc_owner = fields.npc_owner
|
||||
|
||||
return dialog
|
||||
end
|
||||
|
314
functions_talk.lua
Normal file
314
functions_talk.lua
Normal file
@ -0,0 +1,314 @@
|
||||
|
||||
--###
|
||||
-- Init
|
||||
--###
|
||||
|
||||
-- self (the npc as such) is rarely passed on to any functions; in order to be able to check if
|
||||
-- the player really owns the npc, we need to have that data available;
|
||||
-- format: yl_speak_up.npc_owner[ npc_id ] = owner_name
|
||||
yl_speak_up.npc_owner = {}
|
||||
|
||||
-- store the current trade between player and npc in case it gets edited in the meantime
|
||||
yl_speak_up.trade = {}
|
||||
|
||||
-- store what the player last entered in an text_input action
|
||||
yl_speak_up.last_text_input = {}
|
||||
|
||||
|
||||
--###
|
||||
-- Debug
|
||||
--###
|
||||
|
||||
yl_speak_up.debug = true
|
||||
|
||||
|
||||
---###
|
||||
-- general formpsec
|
||||
---###
|
||||
yl_speak_up.get_error_message = function()
|
||||
local formspec = {
|
||||
"size[13.4,8.5]",
|
||||
"bgcolor[#FF0000]",
|
||||
"label[0.2,0.35;Please save a NPC file first]",
|
||||
"button_exit[0.2,7.7;3,0.75;button_back;Back]"
|
||||
}
|
||||
|
||||
return table.concat(formspec, "")
|
||||
end
|
||||
|
||||
---###
|
||||
-- player related
|
||||
---###
|
||||
|
||||
yl_speak_up.reset_vars_for_player = function(pname, reset_fs_version)
|
||||
yl_speak_up.speak_to[pname] = nil
|
||||
yl_speak_up.last_text_input[pname] = nil
|
||||
-- when just stopping editing: don't reset the fs_version
|
||||
if(reset_fs_version) then
|
||||
yl_speak_up.fs_version[pname] = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
---###
|
||||
-- player and npc related
|
||||
---###
|
||||
|
||||
-- identify multiple results that lead to target dialogs
|
||||
yl_speak_up.check_for_disambigous_results = function(n_id, pname)
|
||||
local errors_found = false
|
||||
-- this is only checked when trying to edit this npc;
|
||||
-- let's stick to check the dialogs of this one without generic dialogs
|
||||
local dialog = yl_speak_up.load_dialog(n_id, false)
|
||||
-- nothing defined yet - nothing to repair
|
||||
if(not(dialog.n_dialogs)) then
|
||||
return
|
||||
end
|
||||
-- iterate over all dialogs
|
||||
for d_id, d in pairs(dialog.n_dialogs) do
|
||||
if(d_id and d and d.d_options) then
|
||||
-- iterate over all options
|
||||
for o_id, o in pairs(d.d_options) do
|
||||
if(o_id and o and o.o_results) then
|
||||
local dialog_results = {}
|
||||
-- iterate over all results
|
||||
for r_id, r in pairs(o.o_results) do
|
||||
if(r.r_type == "dialog") then
|
||||
table.insert(dialog_results, r_id)
|
||||
end
|
||||
end
|
||||
if(#dialog_results>1) then
|
||||
local msg = "ERROR: Dialog "..
|
||||
tostring(d_id)..", option "..tostring(o_id)..
|
||||
", has multiple results of type dialog: "..
|
||||
minetest.serialize(dialog_results)..". Please "..
|
||||
"let someone with npc_master priv fix that first!"
|
||||
yl_speak_up.log_change(pname, n_id, msg, "error")
|
||||
if(pname) then
|
||||
minetest.chat_send_player(pname, msg)
|
||||
end
|
||||
errors_found = true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return errors_found
|
||||
end
|
||||
|
||||
|
||||
-- returns true if someone is speaking to the NPC
|
||||
yl_speak_up.npc_is_in_conversation = function(n_id)
|
||||
for name, data in pairs(yl_speak_up.speak_to) do
|
||||
if(data and data.n_id and data.n_id == n_id) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
-- returns a list of players that are in conversation with this NPC
|
||||
yl_speak_up.npc_is_in_conversation_with = function(n_id)
|
||||
local liste = {}
|
||||
for name, data in pairs(yl_speak_up.speak_to) do
|
||||
if(data and data.n_id and data.n_id == n_id) then
|
||||
table.insert(liste, name)
|
||||
end
|
||||
end
|
||||
return liste
|
||||
end
|
||||
|
||||
|
||||
-- Make the NPC talk
|
||||
|
||||
-- assign n_ID
|
||||
-- usually this happens when talking to the NPC for the first time;
|
||||
-- but if you want to you can call this function earlier (on spawn)
|
||||
-- so that logging of spawning with the ID is possible
|
||||
yl_speak_up.initialize_npc = function(self)
|
||||
-- already configured?
|
||||
if(not(self) or (self.yl_speak_up and self.yl_speak_up.id)) then
|
||||
return self
|
||||
end
|
||||
|
||||
local m_talk = yl_speak_up.talk_after_spawn or true
|
||||
local m_id = yl_speak_up.number_of_npcs + 1
|
||||
yl_speak_up.number_of_npcs = m_id
|
||||
yl_speak_up.modstorage:set_int("amount", m_id)
|
||||
|
||||
self.yl_speak_up = {
|
||||
talk = m_talk,
|
||||
id = m_id,
|
||||
textures = self.textures
|
||||
}
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function yl_speak_up.talk(self, clicker)
|
||||
|
||||
if not clicker and not clicker:is_player() then
|
||||
return
|
||||
end
|
||||
if not self then
|
||||
return
|
||||
end
|
||||
|
||||
local id_prefix = "n"
|
||||
-- we are not dealing with an NPC but with a position/block on the map
|
||||
if(self.is_block) then
|
||||
id_prefix = "p"
|
||||
local owner = "- unknown -"
|
||||
local talk_name = "- unknown -"
|
||||
if(self.pos and self.pos and self.pos.x) then
|
||||
local meta = minetest.get_meta(self.pos)
|
||||
if(meta) then
|
||||
owner = meta:get_string("owner") or ""
|
||||
talk_name = meta:get_string("talk_name") or ""
|
||||
end
|
||||
end
|
||||
self.yl_speak_up = {
|
||||
is_block = true,
|
||||
talk = true,
|
||||
id = minetest.pos_to_string(self.pos, 0),
|
||||
textures = {},
|
||||
owner = owner,
|
||||
npc_name = talk_name,
|
||||
object = nil, -- blocks don't have an object
|
||||
}
|
||||
-- TODO: remember somewhere that this block is relevant
|
||||
|
||||
-- initialize the mob if necessary; this happens at the time of first talk, not at spawn time!
|
||||
elseif(not(self.yl_speak_up) or not(self.yl_speak_up.id)) then
|
||||
self = yl_speak_up.initialize_npc(self)
|
||||
end
|
||||
|
||||
|
||||
local npc_id = self.yl_speak_up.id
|
||||
local n_id = id_prefix.."_" .. npc_id
|
||||
|
||||
-- remember whom the npc belongs to (as long as we still have self.owner available for easy access)
|
||||
yl_speak_up.npc_owner[ n_id ] = self.owner
|
||||
|
||||
local pname = clicker:get_player_name()
|
||||
if not self.yl_speak_up or not self.yl_speak_up.talk or self.yl_speak_up.talk~=true then
|
||||
|
||||
local was = "This NPC"
|
||||
if(id_prefix ~= "n") then
|
||||
was = "This block"
|
||||
end
|
||||
-- show a formspec to other players that this NPC is busy
|
||||
if(not(yl_speak_up.may_edit_npc(clicker, n_id))) then
|
||||
-- show a formspec so that the player knows that he may come back later
|
||||
yl_speak_up.show_fs(player, "msg", {input_to = "yl_spaek_up:ignore", formspec =
|
||||
"size[6,2]"..
|
||||
"label[1.2,0.0;"..minetest.formspec_escape((self.yl_speak_up.npc_name or was)..
|
||||
" [muted]").."]"..
|
||||
"label[0.2,0.5;Sorry! I'm currently busy learning new things.]"..
|
||||
"label[0.2,1.0;Please come back later.]"..
|
||||
"button_exit[2.5,1.5;1,0.9;ok;Ok]"})
|
||||
return
|
||||
end
|
||||
-- allow the owner to edit (and subsequently unmute) the npc
|
||||
minetest.chat_send_player(pname, was.." is muted. It will only talk to you.")
|
||||
end
|
||||
|
||||
yl_speak_up.speak_to[pname] = {}
|
||||
yl_speak_up.speak_to[pname].n_id = n_id -- Memorize which player talks to which NPC
|
||||
yl_speak_up.speak_to[pname].textures = self.yl_speak_up.textures
|
||||
yl_speak_up.speak_to[pname].option_index = 1
|
||||
-- the object itself may be needed in load_dialog for adding generic dialogs
|
||||
yl_speak_up.speak_to[pname].obj = self.object
|
||||
-- this makes it a bit easier to access some values later on:
|
||||
yl_speak_up.speak_to[pname]._self = self
|
||||
-- Load the dialog and see what we can do with it
|
||||
-- this inculdes generic dialog parts;
|
||||
yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id, clicker)
|
||||
|
||||
-- is this player explicitly allowed to edit this npc?
|
||||
if(yl_speak_up.speak_to[pname].dialog
|
||||
and yl_speak_up.speak_to[pname].dialog.n_may_edit
|
||||
and yl_speak_up.speak_to[pname].dialog.n_may_edit[pname]
|
||||
and minetest.check_player_privs(clicker, {npc_talk_owner=true})) then
|
||||
yl_speak_up.speak_to[pname].may_edit_this_npc = true
|
||||
end
|
||||
|
||||
local dialog = yl_speak_up.speak_to[pname].dialog
|
||||
if(not(dialog.trades)) then
|
||||
dialog.trades = {}
|
||||
end
|
||||
|
||||
-- create a detached inventory for the npc and load its inventory
|
||||
yl_speak_up.load_npc_inventory(id_prefix.."_"..tostring(self.yl_speak_up.id), false, dialog)
|
||||
|
||||
|
||||
-- some NPC may have reset the animation; at least set it to the desired
|
||||
-- value whenever we talk to the NPC
|
||||
if self.yl_speak_up and self.yl_speak_up.animation then
|
||||
self.object:set_animation(self.yl_speak_up.animation)
|
||||
end
|
||||
|
||||
-- maintain a list of existing NPC, but do not force saving
|
||||
yl_speak_up.update_npc_data(self, dialog, false)
|
||||
|
||||
yl_speak_up.show_fs(clicker, "talk", {n_id = n_id})
|
||||
end
|
||||
|
||||
|
||||
-- mute the npc; either via the appropriate staff or via talking to him
|
||||
yl_speak_up.set_muted = function(p_name, obj, set_muted)
|
||||
if(not(obj)) then
|
||||
return
|
||||
end
|
||||
local luaentity = obj:get_luaentity()
|
||||
if(not(luaentity)) then
|
||||
return
|
||||
end
|
||||
local npc = luaentity.yl_speak_up.id
|
||||
local npc_name = luaentity.yl_speak_up.npc_name
|
||||
-- fallback
|
||||
if(not(npc_name)) then
|
||||
npc_name = npc
|
||||
end
|
||||
if(set_muted and luaentity.yl_speak_up.talk) then
|
||||
-- the npc is willing to talk
|
||||
luaentity.yl_speak_up.talk = false
|
||||
yl_speak_up.update_nametag(luaentity)
|
||||
|
||||
-- minetest.chat_send_player(p_name,"NPC with ID n_"..npc.." will shut up at pos "..
|
||||
-- minetest.pos_to_string(obj:get_pos(),0).." on command of "..p_name)
|
||||
minetest.chat_send_player(p_name, "NPC n_"..tostring(npc).." is now muted and will "..
|
||||
"only talk to those who can edit the NPC.")
|
||||
yl_speak_up.log_change(p_name, "n_"..npc, "muted - NPC stops talking")
|
||||
elseif(not(set_muted) and not(luaentity.yl_speak_up.talk)) then
|
||||
-- mute the npc
|
||||
luaentity.yl_speak_up.talk = true
|
||||
yl_speak_up.update_nametag(luaentity)
|
||||
|
||||
minetest.chat_send_player(p_name, "NPC n_"..tostring(npc).." is no longer muted and "..
|
||||
"will talk with any player who right-clicks the NPC.")
|
||||
-- minetest.chat_send_player(p_name,"NPC with ID n_"..npc.." will resume speech at pos "..
|
||||
-- minetest.pos_to_string(obj:get_pos(),0).." on command of "..p_name)
|
||||
yl_speak_up.log_change(p_name, "n_"..npc, "unmuted - NPC talks again")
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- has the player the right privs?
|
||||
-- this is used for the "I am your master" talk based configuration; *NOT* for the staffs!
|
||||
yl_speak_up.may_edit_npc = function(player, n_id)
|
||||
if(not(player)) then
|
||||
return false
|
||||
end
|
||||
local pname = player:get_player_name()
|
||||
-- is the player allowed to edit this npc?
|
||||
return ((yl_speak_up.npc_owner[ n_id ] == pname
|
||||
and minetest.check_player_privs(player, {npc_talk_owner=true}))
|
||||
or minetest.check_player_privs(player, {npc_talk_master=true})
|
||||
or minetest.check_player_privs(player, {npc_master=true})
|
||||
or (yl_speak_up.speak_to[pname]
|
||||
and yl_speak_up.speak_to[pname].may_edit_this_npc))
|
||||
end
|
||||
|
4
init.lua
4
init.lua
@ -212,7 +212,9 @@ yl_speak_up.reload = function(modpath, log_entry)
|
||||
-- some generic dialogs
|
||||
dofile(modpath .. "api/api_properties.lua")
|
||||
-- the main functionality of the mod
|
||||
dofile(modpath .. "functions.lua")
|
||||
dofile(modpath .. "functions_dialogs.lua")
|
||||
dofile(modpath .. "functions_save_restore_dialogs.lua")
|
||||
dofile(modpath .. "functions_talk.lua")
|
||||
-- implementation of the chat commands registered in register_once.lua:
|
||||
dofile(modpath .. "chat_commands.lua")
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user