split up functions.lua into diffrent files

This commit is contained in:
Sokomine 2025-01-01 18:00:13 +01:00
parent 7e3ea18653
commit c4ebef21f0
4 changed files with 438 additions and 410 deletions

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@ -1,33 +1,12 @@
--###
-- 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 = {}
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
--###
-- Debug
--###
yl_speak_up.debug = true
--
-- These functions here access and manipulate the "dialogs" data structure.
-- It is loaded for each player whenever the player talks to an NPC. Each
-- talking player gets *a copy* of that data structure.
--
-- As this mod is about this "dialogs" data structure and its editing, this
-- isn't the only place in this mod where the data structure is accessed
-- and/or manipulated. This here just contains some common functions.
--
--###
-- Helpers
--###
@ -39,20 +18,6 @@ yl_speak_up.get_number_from_id = function(any_id)
return string.split(any_id, "_")[2]
end
local function save_path(n_id)
return yl_speak_up.worldpath .. yl_speak_up.path .. DIR_DELIM .. n_id .. ".json"
end
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
yl_speak_up.find_next_id = function(t)
local start_id = 1
@ -88,120 +53,12 @@ yl_speak_up.sanitize_sort = function(options, value)
return retval
end
--###
--Load and Save
--###
-- 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
-- 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
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
--###
--Formspecs
--###
-- get formspecs
-- talk
-- receive fields
-- talk
-- helper function
-- the option to override next_id and provide a value is needed when a new dialog was
@ -459,247 +316,6 @@ yl_speak_up.sort_keys = function(t, simple)
end
-- 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
-- checks if dialog contains d_id and o_id
yl_speak_up.check_if_dialog_has_option = function(dialog, d_id, o_id)
return (dialog and d_id and o_id
@ -717,22 +333,6 @@ yl_speak_up.check_if_dialog_exists = function(dialog, d_id)
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
yl_speak_up.is_special_dialog = function(d_id)
if(not(d_id)) then

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@ -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
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@ -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

View File

@ -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")