added export (show .json file structure)
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6346a747e0
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102
fs_export.lua
Normal file
102
fs_export.lua
Normal file
@ -0,0 +1,102 @@
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yl_speak_up.input_fs_export = function(player, formname, fields)
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if(fields and fields.back) then
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return yl_speak_up.show_fs(player, "talk")
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elseif(fields and fields.show_readable) then
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return yl_speak_up.show_fs(player, "export", "show_readable")
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elseif(fields and fields.show_export) then
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return yl_speak_up.show_fs(player, "export", "show_export")
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elseif(fields and fields.show_simple_dialogs) then
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return yl_speak_up.show_fs(player, "export", "show_simple_dialogs")
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end
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end
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yl_speak_up.get_fs_export = function(player, param)
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local pname = player:get_player_name()
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-- generic dialogs are not part of the NPC
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local dialog = yl_speak_up.speak_to[pname].dialog
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local n_id = yl_speak_up.speak_to[pname].n_id
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local content = ""
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local explanation = ""
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local b1 = "button[0.2,17.2;6.0,0.9;show_readable;Human readable format]"..
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"tooltip[show_readable;Shows the raw dialog data format formatted diffrently so\n"..
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"that it is easier to read.]"
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local b2 = "button[7.0,17.2;6.0,0.9;show_export;Export in .json format]"..
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"tooltip[show_export;Shows the raw dialog data format (.json).]"
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local b3 = "button[13.8,17.2;6.0,0.9;show_simple_dialogs;Show simple dialogs format]"..
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"tooltip[show_simple_dialogs;Show the dialog data structure in the format used by\n"..
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"the mod \"simple_dialogs\".]"
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if(param and param == "show_readable") then
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b1 = "label[0.2,17.6;This is human readable format]"
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explanation = "This is like the raw dialog data format - except that it's written a bit "..
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"diffrent so that it is easier to read."
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content = minetest.write_json(dialog, true)
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elseif(param and param == "show_simple_dialogs") then
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b3 = "label[13.8,17.6;This is simple dialogs format]"
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explanation = "This is the format used by the \"simple_dialogs\" mod. "..
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"It does not cover preconditions, actions, effects and other specialities of "..
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"this mod here. It only covers the raw dialogs. If a dialog line starts with "..
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"\":\", \">\" or \"=\", a \" \" is added before that letter because such a "..
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"line start would not be allowed in \"simple_dialogs\"."
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local tmp = {}
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local d_liste = {}
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for d_id, v in pairs(dialog.n_dialogs) do
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table.insert(d_liste, d_id)
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end
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table.sort(d_liste)
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for i, d_id in ipairs(d_liste) do
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table.insert(tmp, "===")
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table.insert(tmp, tostring(d_id))
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table.insert(tmp, "\n")
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-- :, > and = are not allowed as line start in simple dialogs
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-- just add a leading blank so that any :, > and = at the start are covered
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table.insert(tmp, " ")
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local t = dialog.n_dialogs[d_id].d_text or ""
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t = string.gsub(t, "\n([:>=])", "\n %1")
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table.insert(tmp, t)
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table.insert(tmp, "\n")
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for o_id, o_data in pairs(dialog.n_dialogs[d_id].d_options or {}) do
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local target_dialog = nil
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for r_id, r_data in pairs(o_data.o_results) do
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if(r_data.r_type and r_data.r_type == "dialog") then
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target_dialog = r_data.r_value
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end
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end
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table.insert(tmp, ">")
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table.insert(tmp, target_dialog or "d_1")
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table.insert(tmp, ":")
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table.insert(tmp, o_data.o_text_when_prerequisites_met)
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table.insert(tmp, "\n")
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end
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table.insert(tmp, "\n")
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end
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content = table.concat(tmp, "")
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else
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b2 = "label[7.0,17.6;This is export in .json format]"
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explanation = "Mark the text in the above window with your mouse and paste it into "..
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"a local file on your disk. Save it as n_<id>.json (i.e. n_123.json) "..
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"in the folder containing your dialog data. Then the NPCs in your "..
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"local world can use this dialog."
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-- TODO: import?
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content = minetest.write_json(dialog, false)
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end
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return table.concat({"size[20,20]label[4,0.5;Export of NPC ",
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minetest.formspec_escape(n_id or "- ? -"),
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"dialog data in .json format]",
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"button[17.8,0.2;2.0,0.9;back;Back]",
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b1, b2, b3,
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-- background color for the textarea below
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"box[0.2,2;19.6,15;#AAAAAA]",
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-- read-only
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"textarea[0.2,2;19.6,15;;Current dialog of ",
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minetest.formspec_escape(n_id or "- ? -"),
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":;",
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minetest.formspec_escape(content),
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"]",
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"textarea[0.2,18.2;19.6,1.8;;;",
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explanation,
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"]",
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})
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end
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@ -120,6 +120,11 @@ yl_speak_up.input_talk = function(player, formname, fields)
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return
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end
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if(edit_mode and fields.button_export_dialog) then
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yl_speak_up.show_fs(player, "export")
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return
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end
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-- start edit mode (requires npc_talk_owner)
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if fields.button_start_edit_mode then
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-- check if this particular NPC is really owned by this player or if the player has global privs
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@ -406,6 +411,12 @@ yl_speak_up.get_fs_talkdialog_main_text_in_edit_mode = function(
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"Save",
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"Save this dialog.",
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true)
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yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
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"button", "17.9,0.3;2,0.9", "button_export_dialog",
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"Export",
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"Export: Show the dialog in .json format which you can copy and store on your computer.",
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true)
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-- static help text instead of text input field for d_got_item
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if(c_d_id == "d_got_item") then
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2
init.lua
2
init.lua
@ -233,6 +233,8 @@ yl_speak_up.reload = function(modpath, log_entry)
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dofile(modpath .. "chat_commands.lua")
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-- creating and maintaining quests
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dofile(modpath .. "fs_quest_gui.lua")
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-- export dialog for cut&paste in .json format
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dofile(modpath .. "fs_export.lua")
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-- show a list of all NPC the player can edit
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dofile(modpath .. "fs_npc_list.lua")
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@ -123,6 +123,10 @@ yl_speak_up.input_handler = function(player, formname, fields)
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elseif formname == "yl_speak_up:quest_gui" then
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yl_speak_up.input_quest_gui(player, formname, fields)
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return true
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-- export to .json format for cut&paste
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elseif formname == "yl_speak_up:export" then
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yl_speak_up.input_fs_export(player, formname, fields)
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return true
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end
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end
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@ -434,6 +438,10 @@ yl_speak_up.show_fs = function(player, fs_name, param)
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yl_speak_up.show_fs_ver(pname, "yl_speak_up:quest_gui",
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yl_speak_up.get_fs_quest_gui(player, param))
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elseif(fs_name == "export") then
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yl_speak_up.show_fs_ver(pname, "yl_speak_up:export",
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yl_speak_up.get_fs_export(player, param))
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-- fallback in case of wrong call
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else
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minetest.chat_send_player(pname, "Error: Trying to show wrong "..
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