-- process input from formspec created in get_fs_edit_option_dialog(..) yl_speak_up.input_edit_option_dialog = function(player, formname, fields) if formname ~= "yl_speak_up:edit_option_dialog" then return end local pname = player:get_player_name() -- Is the player working on this particular npc? local edit_mode = (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) if(not(edit_mode)) then return end local n_id = yl_speak_up.speak_to[pname].n_id local d_id = yl_speak_up.speak_to[pname].d_id local o_id = yl_speak_up.speak_to[pname].o_id local dialog = yl_speak_up.speak_to[pname].dialog local n_dialog = dialog.n_dialogs[d_id] local d_option = n_dialog.d_options[o_id] if(fields.switch_tab and fields.switch_tab == "2") then yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = n_id, d_id = d_id, o_id = o_id, caller="show_if_action_failed"}) return elseif(fields.switch_tab and fields.switch_tab == "1") then yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = n_id, d_id = d_id, o_id = o_id, caller="show_if_action_succeeded"}) return end -- this menu is specific to an option for a dialog; if no dialog is selected, we really -- can't know what to do if(not(o_id) and d_id) then yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id}) elseif(not(d_id)) then return end -- backwards compatibility to when this was a hidden field fields.o_id = o_id -- handles changes to o_text_when_prerequisites_met, target dialog, adding of a new dialog local result = yl_speak_up.edit_mode_apply_changes(pname, fields) -- if a new option was added or the target dialog of this one changed, display the right new option if(result and result["show_next_option"] and n_dialog.d_options[result["show_next_option"]]) then yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = n_id, d_id = d_id, o_id = result["show_next_option"], caller="show_next_option"}) return end if(fields.save_option) then yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = n_id, d_id = d_id, o_id = o_id, caller="save_option"}) return end -- want to edit the text that is shown when switching to the next dialog? if(fields.button_edit_action_failed_dialog) then -- the target effect is the (failed) action local target_action = {} local actions = d_option.actions if(actions) then for a_id, a in pairs(actions) do if(a and a.a_id) then target_action = a end end end -- remember what we're working at yl_speak_up.speak_to[pname].edit_alternate_text_for = target_action yl_speak_up.show_fs(player, "msg", { input_to = formname, formspec = yl_speak_up.get_fs_edit_dialog_modification( dialog, target_action.a_on_failure, target_action.alternate_text, "if the action \""..tostring(target_action.a_id).. "\" of option \""..tostring(o_id).. "\" of dialog \""..tostring(d_id).. "\" failed because the player did something wrong") }) return elseif(fields.button_edit_action_success_dialog) then -- the target effect is the "dialog" effect local target_effect = {} local results = d_option.o_results if(results) then for r_id, r in pairs(results) do if(r and r.r_type and r.r_type == "dialog") then target_effect = r end end end -- remember what we're working at yl_speak_up.speak_to[pname].edit_alternate_text_for = target_effect yl_speak_up.show_fs(player, "msg", { input_to = formname, formspec = yl_speak_up.get_fs_edit_dialog_modification( dialog, target_effect.r_value, target_effect.alternate_text, "if the action ".. "of option \""..tostring(o_id).. "\" of dialog \""..tostring(d_id).. "\" was successful - or if there was no action") }) return -- save the alternate action/effect text for the next dialog elseif(fields.save_dialog_modification) then local target_element = yl_speak_up.speak_to[pname].edit_alternate_text_for local old_text = target_element.alternate_text if(target_element and fields.d_text_new and fields.d_text_new ~= "$TEXT$" and fields.d_text_new ~= target_element.alternate_text) then target_element.alternate_text = fields.d_text_new if(target_element and target_element.r_id) then -- record the change table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": The text displayed for dialog ".. tostring(target_element.r_value).." when selecting option ".. tostring( o_id ).." in dialog "..tostring( d_id ).. " was changed from ".. "["..tostring(old_text).."] to ["..tostring(fields.d_text_new).."].") elseif(target_element and target_element.a_id) then -- record the change table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..d_id..": The text displayed for dialog ".. tostring(target_element.a_on_failure).." when the action ".. tostring(target_element.a_id).." of option ".. tostring( o_id ).." in dialog "..tostring( d_id ).. " failed, was changed from ".. "["..tostring(old_text).."] to ["..tostring(fields.d_text_new).."].") end end yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = n_id, d_id = d_id, o_id = o_id, caller="back-from_edit_dialog_modifications"}) return elseif(fields.back_from_edit_dialog_modification) then -- no longer working on an alternate text yl_speak_up.speak_to[pname].edit_alternate_text_for = nil yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = n_id, d_id = d_id, o_id = o_id, caller="back_from_edit_dialog_modifications"}) return end -- back to the main dialog window? -- (this also happens when the last option was deleted) if(fields.show_current_dialog or fields.quit or fields.button_exit or not(d_option) or fields.del_option) then yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id}) return end -- the player wants to see the previous option/answer if(fields.edit_option_prev) then -- sort all options by o_sort local sorted_list = yl_speak_up.get_sorted_options(n_dialog.d_options, "o_sort") local o_found = o_id for i, o in ipairs(sorted_list) do if(o == o_id and sorted_list[ i-1]) then o_found = sorted_list[ i-1 ] end end -- show that dialog; fallback: show the same (o_id) again yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = n_id, d_id = d_id, o_id = o_found, caller="prev option"}) return -- the player wants to see the next option/answer elseif(fields.edit_option_next) then -- sort all options by o_sort local sorted_list = yl_speak_up.get_sorted_options(n_dialog.d_options, "o_sort") local o_found = o_id for i, o in ipairs(sorted_list) do if(o == o_id and sorted_list[ i+1 ]) then o_found = sorted_list[ i+1 ] end end -- show that dialog; fallback: show the same (o_id) again yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = n_id, d_id = d_id, o_id = o_found, caller="next option"}) return -- the player clicked on a precondition elseif(fields.table_of_preconditions) then yl_speak_up.show_fs(player, "edit_preconditions", fields.table_of_preconditions) return -- the player clicked on an action elseif(fields.table_of_actions) then yl_speak_up.show_fs(player, "edit_actions", fields.table_of_actions) return -- the player clicked on an effect elseif(fields.table_of_effects) then yl_speak_up.show_fs(player, "edit_effects", fields.table_of_effects) return end -- if ESC is pressed or anything else unpredicted happens: go back to the main dialog edit window -- reason: don't loose any unsaved changes to the dialog yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id}) end -- edit options (not via staff but via the "I am your owner" dialog) yl_speak_up.get_fs_edit_option_dialog = function(player, n_id, d_id, o_id, caller) -- n_id, d_id and o_id have already been checked when this function is called local pname = player:get_player_name() local dialog = yl_speak_up.speak_to[pname].dialog local n_dialog = dialog.n_dialogs[d_id] local d_option = n_dialog.d_options[o_id] -- currently no trade running (we're editing options) yl_speak_up.trade[pname] = nil yl_speak_up.speak_to[pname].trade_id = nil if(not(d_option)) then return "size[6,2]".. "label[0.2,0.5;Ups! Option "..minetest.formspec_escape(tostring(o_id)).. " does not exist.]".. "button_exit[2,1.5;1,0.9;exit;Exit]" end -- remember which option we are working at (better than a hidden field) yl_speak_up.speak_to[pname].o_id = o_id -- are there any preconditions? local list_of_preconditions = "" local prereq = d_option.o_prerequisites local count_prereq = 0 if(prereq) then local sorted_key_list = yl_speak_up.sort_keys(prereq) for i, k in ipairs(sorted_key_list) do local v = prereq[ k ] list_of_preconditions = list_of_preconditions.. minetest.formspec_escape(v.p_id)..",#FFFF00,".. minetest.formspec_escape(v.p_type)..",".. minetest.formspec_escape( yl_speak_up.show_precondition(v, pname)).."," count_prereq = count_prereq + 1 end end if(count_prereq < yl_speak_up.max_prerequirements) then list_of_preconditions = list_of_preconditions..",#00FF00,add,Add a new pre(C)ondition" else list_of_preconditions = list_of_preconditions..",#AAAAAA,-,".. "Maximum amount of pre(C)onditions per option reached!" end -- build action list the same way as list of preconditions and effects local list_of_actions = "" local actions = d_option.actions local count_actions = 0 local action_data = nil if(actions) then local sorted_key_list = yl_speak_up.sort_keys(actions) for i, k in ipairs(sorted_key_list) do local v = actions[ k ] list_of_actions = list_of_actions.. minetest.formspec_escape(v.a_id)..",#FFFF00,".. minetest.formspec_escape(v.a_type)..",".. minetest.formspec_escape( yl_speak_up.show_action(v)).."," count_actions = count_actions + 1 action_data = v end end if(count_actions < yl_speak_up.max_actions) then list_of_actions = list_of_actions..",#00FF00,add,Add a new (A)ction" else list_of_actions = list_of_actions..",#AAAAAA,-,".. "Maximum amount of (A)ctions per option reached!" end -- find the right target dialog for this option (if it exists) local target_dialog = nil -- which effect holds the information about the target dialog? -- set this to a fallback for yl_speak_up.show_colored_dialog_text local target_effect = {r_id = "-?-", r_type = "dialog"} -- and build the list of effects local list_of_effects = "" local results = d_option.o_results local count_effects = 0 -- create a new dialog type option if needed if(not(results) or not(next(results))) then target_dialog = yl_speak_up.prepare_new_dialog_for_option( dialog, pname, n_id, d_id, o_id, yl_speak_up.text_new_dialog_id, results) -- make sure we are up to date (a new option was inserted) results = d_option.o_results end if(results) then local sorted_key_list = yl_speak_up.sort_keys(results) for i, k in ipairs(sorted_key_list) do local v = results[ k ] if v.r_type == "dialog" and dialog.n_dialogs[v.r_value] ~= nil then list_of_effects = list_of_effects.. minetest.formspec_escape(v.r_id)..",#999999,".. minetest.formspec_escape(v.r_type)..",".. minetest.formspec_escape( yl_speak_up.show_effect(v, pname)).."," -- there may be more than one in the data structure target_dialog = v.r_value target_effect = v elseif v.r_type ~= "dialog" then list_of_effects = list_of_effects.. minetest.formspec_escape(v.r_id)..",#FFFF00,".. minetest.formspec_escape(v.r_type)..",".. minetest.formspec_escape( yl_speak_up.show_effect(v, pname)).."," end count_effects = count_effects + 1 end end if(count_effects < yl_speak_up.max_result_effects) then list_of_effects = list_of_effects..",#00FF00,add,Add a new (Ef)fect" else list_of_effects = list_of_effects..",#AAAAAA,-,".. "Maximum amount of allowed (Ef)fects per option reached!" end -- if no target dialog has been selected: default is to go to the dialog with d_sort 0 if(not(target_dialog) or target_dialog == "" or not(dialog.n_dialogs[target_dialog])) then for d, v in pairs(dialog.n_dialogs) do if(v.d_sort and tonumber(v.d_sort) == 0) then target_dialog = d end end end -- build the list of available dialogs for the dropdown list(s) local dialog_list = yl_speak_up.text_new_dialog_id local dialog_selected = "1" -- if there are dialogs defined if(dialog and dialog.n_dialogs) then -- the first entry will be "New dialog" local n = 1 for k, v in pairs(dialog.n_dialogs) do dialog_list = dialog_list .. "," .. minetest.formspec_escape(v.d_id) -- which one is the current dialog? n = n + 1 if(v.d_id == target_dialog) then dialog_selected = tostring(n) end end end if(not(target_dialog)) then target_dialog = "- none -" end -- offer the correct preselection for hidden/grey/show text local alternate_answer_option = "3" if(d_option.o_hide_when_prerequisites_not_met == "true") then alternate_answer_option = "1" elseif(d_option.o_grey_when_prerequisites_not_met == "true") then alternate_answer_option = "2" end -- can the button "prev(ious)" be shown? local button_prev = "" -- can the button "next" be shown? local button_next = "" -- sort all options by o_sort local sorted_list = yl_speak_up.get_sorted_options(n_dialog.d_options, "o_sort") local o_found = o_id local anz_options = 0 for i, o in ipairs(sorted_list) do -- the buttons are inside a container; thus, Y is 0.0 if(o == o_id and sorted_list[ i-1 ]) then button_prev = "".. "button[7.9,0.0;2.0,0.9;edit_option_prev;Prev]".. "tooltip[edit_option_prev;Go to previous option/answer ".. "(according to o_sort).]" end if(o == o_id and sorted_list[ i+1 ]) then button_next = "".. "button[12.5,0.0;2.0,0.9;edit_option_next;Next]".. "tooltip[edit_option_next;Go to next option/answer ".. "(according to o_sort).]" end anz_options = anz_options + 1 end -- less than yl_speak_up.max_number_of_options_per_dialog options? local button_add = "".. -- the buttons are inside a container; thus, Y is 0.0 "button[2.4,0.0;2.0,0.9;add_option;Add]".. "tooltip[add_option;Add a new option/answer to this dialog.]" if(anz_options >= yl_speak_up.max_number_of_options_per_dialog) then button_add = "" end -- make all following coordinates relative local action_text = "container[0.2,13.0]".. "box[0.25,0.0;21.0,6.7;#555555]" -- show what happens if the action fails if(caller == "show_if_action_failed") then action_text = action_text.. -- allow to switch between successful and failed actions "tabheader[0.2,0.0;switch_tab;".. "If the action was successful:,".. "If the action failed:;2;true;true]".. "label[0.4,0.6;".. "If the player *failed* to complete the above action correctly,]" if(action_data and action_data.a_on_failure and dialog.n_dialogs and dialog.n_dialogs[ action_data.a_on_failure]) then action_text = action_text.. -- ..and what the NPC will reply to that answer "tooltip[1.2,3.9;19.6,2.5;This is what the NPC will say next when ".. "the player has failed to complete the action.]".. "container[0.0,3.2]".. "label[0.4,0.4;..the NPC will react to this failed action with the ".. "following dialog \""..tostring(action_data.a_on_failure).. "\"".. yl_speak_up.show_colored_dialog_text( dialog, action_data, action_data.a_on_failure, "1.2,0.7;19.6,2.5;d_text_next", "with the *modified* text", ":]", "button_edit_action_failed_dialog").. "container_end[]" else action_text = action_text.. "label[0.4,3.6;..go back to the initial dialog.]" end -- show what happens if the action was successful else -- no action defined if(count_actions == 0) then -- do not show tabheader action_text = action_text.. "label[0.4,0.6;".. "There is no (A)ction defined. Directly apply the following (Ef)fects:]" else action_text = action_text.. -- allow to switch between successful and failed actions "tabheader[0.2,0.0;switch_tab;".. "If the action was successful:,".. "If the action failed:;1;true;true]".. "label[0.4,0.6;".. "If the player completed the above action successfully, ".. "apply the following (Ef)fects:]" end action_text = action_text.. -- list of effects "tablecolumns[text;color,span=1;text;text]".. "table[1.2,0.9;19.6,2.0;table_of_effects;".. list_of_effects..";0]".. "tooltip[1.2,0.9;19.6,2.0;".. "*All* (Ef)fects are executed after the action (if there is\n".. "one defined in this option) has been completed successfully\n".. "by the player. If there is no action defined, then the\n".. "(Ef)fects will always be executed when this option here is\n".. "selected.\n".. "Please click on an (Ef)fect in order to edit or delete it!]".. "container[0.0,3.2]".. -- allow to change the target dialog via a dropdown menu "dropdown[10.2,0.0;3.0,0.7;d_id_"..minetest.formspec_escape(o_id)..";".. dialog_list..";"..dialog_selected..",]".. "tooltip[10.2,0.0;3.0,0.7;Select the target dialog with which the NPC shall react ".. "to this answer. Currently, dialog \"".. minetest.formspec_escape(target_dialog).. "\" is beeing displayed.;#FFFFFF;#000000]".. -- ..and what the NPC will reply to that answer "tooltip[1.2,0.7;19.6,2.5;This is what the NPC will say next when the player has ".. "selected this answer here.]".. "label[0.4,0.4;The NPC will react to this answer with dialog:]".. yl_speak_up.show_colored_dialog_text( dialog, -- this is either the "dialog" effect or an empty fallback target_effect, -- this is the text the NPC will say in reaction to this answer target_dialog, "1.2,0.7;19.6,2.5;d_text", "label[13.5,0.4;with the following *modified* text:]", "", "button_edit_action_success_dialog").. "container_end[]" end action_text = action_text.."container_end[]" -- build up the formspec local formspec = "".. "formspec_version[3]".. "size[22,21]".. "bgcolor[#00000000;false]".. -- button back to the current dialog (of which this is an option) "button[16.4,0.2;5.0,0.9;show_current_dialog;Back to dialog ".. minetest.formspec_escape(d_id).."]".. "tooltip[show_current_dialog;Go back to dialog ".. minetest.formspec_escape(d_id).." and continue editing that dialog.]".. -- tell the player what this formspec is about "label[6.5,0.4;You are editing dialog option \""..tostring(o_id).."\":]".. -- the text the NPC says "container[0.0,0.9]".. "label[0.2,0.0;NPC says ".. minetest.formspec_escape("[dialog \""..tostring(d_id).."\"]:").."]".. yl_speak_up.show_colored_dialog_text( dialog, {r_id = "", r_type = "dialog"}, d_id, "1.2,0.3;20.2,2.5;d_text", "", -- no modifications possible at this step "", "").. -- no edit button here as this text cannot be changed here "tooltip[1.2,0.3;20.2,3.0;This is what the NPC says to the player.]".. "container_end[]".. -- list the preconditions "container[0.0,4.4]".. "label[0.2,0.0;If all of the following pre(C)onditions are fulfilled:]".. "tablecolumns[text;color,span=1;text;text]".. "table[1.2,0.3;20.2,2.0;table_of_preconditions;".. list_of_preconditions..";0]".. "tooltip[1.2,0.3;20.2,2.0;".. "*All* pre(C)onditions need to be true in order\n".. "for the option to be offered to the player.\n".. "Please click on a pre(C)ondition in order\n".. "to edit or delete it!]".. "container_end[]".. -- answer of the player (the actual option) "container[0.0,7.3]".. "label[0.2,0.0;..the player may answer with this text".. minetest.formspec_escape(" [dialog option \""..tostring(o_id).."\"]:").."]".. "label[1.2,0.8;A:]".. "field[1.7,0.3;19.6,0.9;text_option_"..minetest.formspec_escape(o_id)..";;".. minetest.formspec_escape(d_option.o_text_when_prerequisites_met).."]".. "tooltip[option_text_met;This is the answer the player may choose if the ".. "preconditions are all fulfilled.]".. -- dropdown for selecting weather to show the alternate answer or not "label[0.2,1.7;..but if at least one pre(C)ondition is not fulfilled, then...]".. "dropdown[12.0,1.3;9.3,0.7;hide_or_grey_or_alternate_answer;".. "..hide this answer.,".. "..grey out the following answer:,".. "..display the following alternate answer:;".. alternate_answer_option..";]".. -- alternate answer "label[1.2,2.5;A:]".. "field[1.7,2.0;19.6,0.9;option_text_not_met;;".. minetest.formspec_escape(d_option.o_text_when_prerequisites_not_met).."]".. "tooltip[option_text_not_met;This is the answer the player may choose if the ".. "preconditions are NOT all fulfilled.]".. "container_end[]".. -- list of (A)ctions (there can only be one per option; i.e. a trade) "container[0.0,11.0]".. "label[0.2,0.0;When this answer has been selected, start the following (A)ction:]".. "tablecolumns[text;color,span=1;text;text]".. "table[1.2,0.3;20.2,0.7;table_of_actions;".. list_of_actions..";0]".. "container_end[]".. -- list effects and target dialog for successful - and target dialog for unsuccessful -- actions (including a toggle button) action_text.. -- container for the buttons/footer "container[0.0,19.9]".. -- button: delete "button[0.2,0.0;2.0,0.9;del_option;Delete]".. "tooltip[del_option;Delete this option/answer.]".. -- button: add new button_add.. -- button: save "button[4.6,0.0;2.0,0.9;save_option;Save]".. "tooltip[save_option;Save what you canged (or discard it).]".. -- button: prev/next button_prev.. button_next.. -- button: go back to dialog (repeated from top of the page) "button[15.8,0.0;5.0,0.9;show_current_dialog;Back to dialog ".. minetest.formspec_escape(d_id).."]".. "tooltip[show_current_dialog;Go back to dialog ".. minetest.formspec_escape(d_id).." and continue editing that dialog.]".. -- allow to enter o_sort "label[10.1,0.5;Sort:]".. "field[11.1,0.0;1.0,0.9;edit_option_o_sort;;".. minetest.formspec_escape(d_option.o_sort).."]".. "tooltip[edit_option_o_sort;o_sort: The lower the number, the higher up in the ".. "list this option goes\nNegative values are ignored;#FFFFFF;#000000]".. "container_end[]" return formspec end