329 lines
10 KiB
Lua
329 lines
10 KiB
Lua
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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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--###
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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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-- general formpsec
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---###
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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.get_sorted_dialog_name_list = function(dialog)
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local liste = {}
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if(dialog and dialog.n_dialogs) then
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for k, v in pairs(dialog.n_dialogs) do
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-- this will be used for dropdown lists - so we use formspec_escape
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table.insert(liste, minetest.formspec_escape(v.d_name or k or "?"))
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end
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-- sort alphabethicly
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table.sort(liste)
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end
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return liste
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end
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---###
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-- player related
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---###
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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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-- player and npc related
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---###
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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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-- has the player the right privs?
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-- this is used for the "I am your master" talk based configuration; *NOT* for the staffs!
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yl_speak_up.may_edit_npc = function(player, n_id)
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if(not(player)) then
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return false
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end
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local pname = player:get_player_name()
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-- is the player allowed to edit this npc?
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return ((yl_speak_up.npc_owner[ n_id ] == pname
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and minetest.check_player_privs(player, {npc_talk_owner=true}))
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or minetest.check_player_privs(player, {npc_talk_master=true})
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or minetest.check_player_privs(player, {npc_master=true})
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or (yl_speak_up.speak_to[pname]
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and yl_speak_up.speak_to[pname].may_edit_this_npc))
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end
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