648 lines
23 KiB
Lua
648 lines
23 KiB
Lua
-- keeps a list of NPC with some data; Index: n_id
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-- is saved to disk
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yl_speak_up.npc_list = {}
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-- list of objects of the NPC; Index: n_id
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-- no point in saving this to disk
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yl_speak_up.npc_list_objects = {}
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-- file to store the list of NPC for the "/npc_talk list" command
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yl_speak_up.npc_list_path = minetest.get_worldpath().."/yl_speak_up_npc_list.data"
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-- pre-calculated lines for the NPC list (only which ones are shown and how some columns
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-- are colored varies per player)
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yl_speak_up.cache_general_npc_list_lines = {}
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-- we need to remember which NPC was shown to the player in which order; index: player name
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yl_speak_up.cache_npc_list_per_player = {}
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-- which table column is the player using for sorting?
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yl_speak_up.sort_npc_list_per_player = {}
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-- add/update data about NPC self with dialog dialog (optional)
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-- force_store ought to be true if something important has been changed
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yl_speak_up.update_npc_data = function(self, dialog, force_store)
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-- is this a properly indexed npc?
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if(not(self) or not(self.yl_speak_up) or not(self.yl_speak_up.id)) then
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return
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end
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local is_known = not(not(yl_speak_up.npc_list[self.yl_speak_up.id]))
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-- who else may edit this NPC - that is stored in the dialog
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local may_edit = {}
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local desc = ""
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local trades = {}
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if(dialog) then
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may_edit = dialog.n_may_edit
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desc = dialog.n_description
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-- maybe update this only when the trades are updated?
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if(dialog.trades) then
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for k, v in pairs(dialog.trades) do
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if(v.buy and v.pay and v.buy[1] and v.pay[1]) then
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table.insert(trades, {v.buy[1], v.pay[1]})
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end
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end
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end
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elseif(is_known) then
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local old = yl_speak_up.npc_list[self.yl_speak_up.id]
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may_edit = old.may_edit
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desc = old.desc
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trades = old.trades
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end
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local created_at = 0
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if(is_known and yl_speak_up.npc_list[self.yl_speak_up.id].created_at) then
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created_at = yl_speak_up.npc_list[self.yl_speak_up.id].created_at
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else
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created_at = os.time()
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end
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local pos = {}
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if(self.object) then
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pos = self.object:get_pos()
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if(pos) then
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pos = { x = math.floor(pos.x or 0),
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y = math.floor(pos.y or 0),
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z = math.floor(pos.z or 0)}
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else
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pos = { x=0, y=0, z=0}
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end
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end
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-- only store real, important properties
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local properties = {}
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for k, v in pairs(self.yl_speak_up.properties or {}) do
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if(string.sub(k, 1, 5) ~= "self.") then
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properties[k] = v
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end
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end
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-- update the information we have on the NPC
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yl_speak_up.npc_list[self.yl_speak_up.id] = {
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typ = self.name,
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name = self.yl_speak_up.npc_name,
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desc = desc,
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owner = self.owner,
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may_edit = may_edit,
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trades = trades,
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pos = pos,
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properties = properties,
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created_at = created_at,
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muted = self.yl_speak_up.talk,
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animation = self.yl_speak_up.animation,
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skin = self.yl_speak_up.skin,
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textures = self.textures,
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}
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-- the current object will change after deactivate; there is no point in storing
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-- it over server restart
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yl_speak_up.npc_list_objects[self.yl_speak_up.id] = self.object
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-- if we didn't know about this NPC before then by all means store the data
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if(not(is_known) or force_store) then
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yl_speak_up.npc_list_store()
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end
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end
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yl_speak_up.npc_list_load = function()
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local file,err = io.open( yl_speak_up.npc_list_path, "rb")
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if (file == nil) then
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yl_speak_up.npc_list = {}
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return
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end
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local data = file:read("*all")
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file:close()
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yl_speak_up.npc_list = minetest.deserialize(data)
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end
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yl_speak_up.npc_list_store = function()
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local file,err = io.open( yl_speak_up.npc_list_path, "wb")
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if (file == nil) then
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return
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end
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file:write(minetest.serialize(yl_speak_up.npc_list))
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file:close()
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end
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-- emergency restore NPC that got lost (egg deleted, killed, ...)
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yl_speak_up.command_npc_force_restore_npc = function(pname, rest)
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if(not(pname)) then
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return
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end
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if(not(minetest.check_player_privs(pname, {npc_talk_admin = true}))) then
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minetest.chat_send_player(pname, "This command is used for restoring "..
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"NPC that somehow got lost (egg destroyed, killed, ..). You "..
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"lack the \"npc_talk_admin\" priv required to run this command.")
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return
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end
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if(not(rest) or rest == "" or rest == "help" or rest == "?") then
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minetest.chat_send_player(pname, "This command is used for restoring "..
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"NPC that somehow got lost (egg destroyed, killed, ..).\n"..
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"WARNING: If the egg is found again later on, make sure that "..
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"this restored NPC and the NPC from the egg are not both placed!\n"..
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" There can only be one NPC per ID.\n"..
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"Syntax: /npc_talk force_restore_npc <id> [<copy_from_id>]\n"..
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" <id> is the ID (number! Without \"n_\") of the NPC to be restored.\n"..
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" <copy_from_id> is only needed if the NPC is not listed in "..
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"\"/npc_talk list\" (=extremly old NPC).")
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return
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end
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local parts = string.split(rest or "", " ", false, 1)
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local id = tonumber(parts[1] or "")
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if(not(id)) then
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minetest.chat_send_player(pname, "Please provide the ID (number!) of the NPC "..
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"you wish to restore.")
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return
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elseif(not(yl_speak_up.number_of_npcs) or yl_speak_up.number_of_npcs < 1
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or id > yl_speak_up.number_of_npcs) then
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minetest.chat_send_player(pname, "That ID is larger than the amount of existing NPC. "..
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"Restoring is for old NPC that got lost.")
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return
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elseif(id < 1) then
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minetest.chat_send_player(pname, "That ID is smaller than 1. Can't restore negative NPC.")
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return
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end
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local player = minetest.get_player_by_name(pname)
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if(not(player)) then
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return
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end
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-- if we've seen the NPC before: make sure he's not just unloaded because nobody is where he is
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if(yl_speak_up.npc_list[id] and yl_speak_up.npc_list[id].pos
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and yl_speak_up.npc_list[id].pos.x
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and yl_speak_up.npc_list[id].pos.y
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and yl_speak_up.npc_list[id].pos.z) then
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local v_npc = vector.new(yl_speak_up.npc_list[id].pos)
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local v_pl = vector.new(player:get_pos())
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if(vector.distance(v_npc, v_pl) > 6) then
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minetest.chat_send_player(pname, "You are more than 6 m away from the last "..
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"known position of this NPC at "..
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minetest.pos_to_string(yl_speak_up.npc_list[id].pos)..
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". Please move closer to make sure the NPC isn't just not loaded "..
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"due to nobody beeing near!")
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return
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end
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end
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-- check the currently loaded mobs to make sure he wasn't loaded since last update of our list
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for k,v in pairs(minetest.luaentities) do
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if(v and v.yl_speak_up and v.yl_speak_up.id and v.yl_speak_up.id == id) then
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minetest.chat_send_player(pname, "An NPC with the ID "..tostring(id)..
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" is currently loaded. No restoring required!")
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return
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end
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end
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local data = nil
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-- do we need a donator NPC because we have never seen this NPC and have no data?
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local copy_from_id = tonumber(parts[2] or "")
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if(not(yl_speak_up.npc_list[id])) then
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if(not(copy_from_id) or not(yl_speak_up.npc_list[copy_from_id])) then
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minetest.chat_send_player(pname, "We have no data on NPC "..tostring(id)..
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". Please provide the ID of an EXISTING NPC from which necessary "..
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"data can be copied!")
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return
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end
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minetest.chat_send_player(pname, "Will use the data of the NPC with ID "..
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tostring(copy_from_id).." to set up the new/restored NPC.")
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data = yl_speak_up.npc_list[copy_from_id]
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else
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data = yl_speak_up.npc_list[id]
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end
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-- ok..the NPC is not loaded. Perhaps he really got lost.
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minetest.chat_send_player(pname, "Will try to restore the NPC with the ID "..tostring(id)..".")
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if(not(data.typ) or not(minetest.registered_entities[data.typ or "?"])) then
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minetest.chat_send_player(pname, "Error: No NPC entity prototype found for \""..
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tostring(data.name).."\". Aborting.")
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return
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end
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-- this is an emergency fallback restore - so it's ok to drop the NPC where the admin is standing
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local mob = minetest.add_entity(player:get_pos(), data.typ)
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local ent = mob and mob:get_luaentity()
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if(not(ent)) then
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minetest.chat_send_player(pname, "Failed to create a new NPC entity of type \""..
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tostring(data.name).."\". Aborting.")
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return
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end
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-- set up the new NPC
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local npc_name = data.name
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local npc_desc = data.npc_description
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local npc_owner = data.owner
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-- the dialog includes the trades, n_may_edit and other data
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local dialog = yl_speak_up.load_dialog(id, nil)
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-- restore name and description from dialog if possible
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if(dialog and dialog.n_npc) then
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npc_name = dialog.n_npc
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npc_desc = dialog.n_description
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npc_owner = dialog.npc_owner or data.owner
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end
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ent.yl_speak_up = {
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id = id,
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talk = data.muted,
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properties = data.properties,
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npc_name = npc_name,
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npc_description = npc_desc,
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infotext = yl_speak_up.infotext, -- will be set automaticly later
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animation = data.animation,
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textures = data.textures,
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}
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-- This is at least useful for mobs_redo. Other mob mods may require adjustments.
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ent.owner = npc_owner
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ent.tamed = true
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-- update nametag, infotext etc.
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yl_speak_up.update_nametag(ent)
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if(data.animation and ent.object) then
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ent.object:set_animation(data.animation)
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end
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if(data.skin and ent.object) then
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ent.object:set_properties({textures = table.copy(data.skin)})
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ent.yl_speak_up.textures = table.copy(data.skin)
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end
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-- update the NPC list
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yl_speak_up.update_npc_data(ent, dialog, true)
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minetest.chat_send_player(pname, "Placed the restored NPC ID "..tostring(id)..
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", named "..tostring(data.name)..", right where you stand.")
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end
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-- provides a list of NPC the player can edit
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yl_speak_up.command_npc_talk_list = function(pname, rest)
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if(not(pname)) then
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return
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end
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-- check if there are any loaded entities handled by yl_speak_up that
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-- are *not* in the list yet
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local liste = {}
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for k,v in pairs(minetest.luaentities) do
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if(v and v.yl_speak_up and v.yl_speak_up.id) then
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if(not(yl_speak_up.npc_list[v.yl_speak_up.id])) then
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local dialog = yl_speak_up.load_dialog(v.yl_speak_up.id, nil)
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yl_speak_up.update_npc_data(v, dialog, false)
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else
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yl_speak_up.update_npc_data(v, nil, false)
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end
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end
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end
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-- store the updated list
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yl_speak_up.npc_list_store()
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-- update the information for display
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yl_speak_up.build_cache_general_npc_list_lines()
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-- clear the stored NPC list and calculate it anew
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yl_speak_up.cache_npc_list_per_player[pname] = {}
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-- Note: show_fs cannot be used here as that expects the player to be talking to an actual npc
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yl_speak_up.show_fs_ver(pname, "yl_speak_up:show_npc_list",
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yl_speak_up.get_fs_show_npc_list(pname, nil))
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end
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-- allow to sort the npc list, display more info on one NPC etc.
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yl_speak_up.input_show_npc_list = function(player, formname, fields)
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local pname = player:get_player_name()
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-- teleport to NPC
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if(fields.teleport
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and fields.selected_id
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and yl_speak_up.cache_npc_list_per_player[pname]
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and minetest.check_player_privs(pname, {teleport=true})) then
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local id = tonumber(fields.selected_id)
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if(not(id) or id < 0
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or not(yl_speak_up.npc_list[id])
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or table.indexof(yl_speak_up.cache_npc_list_per_player[pname], id) < 1) then
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minetest.chat_send_player(pname, "Sorry. Cannot find that NPC.")
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return
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end
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-- try cached position
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local pos = yl_speak_up.npc_list[id].pos
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local obj = yl_speak_up.npc_list_objects[id]
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if(obj) then
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pos = obj:get_pos()
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end
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if(not(pos) or not(pos.x) or not(pos.y) or not(pos.z)) then
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pos = yl_speak_up.npc_list[id].pos
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end
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if(not(pos) or not(pos.x) or not(pos.y) or not(pos.z)) then
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minetest.chat_send_player(pname, "Sorry. Cannot find position of that NPC.")
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return
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end
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player:set_pos(pos)
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minetest.chat_send_player(pname, "Teleporting to NPC with ID "..
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tostring(fields.selected_id)..': '..
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tostring(yl_speak_up.npc_list[id].name)..'.')
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return
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end
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-- sort by column or select an NPC
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if(fields.show_npc_list) then
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local selected = minetest.explode_table_event(fields.show_npc_list)
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-- sort by column
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if(selected.row == 1) then
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local old_sort = yl_speak_up.sort_npc_list_per_player[pname] or 0
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-- reverse sort
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if(old_sort == selected.column) then
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yl_speak_up.sort_npc_list_per_player[pname] = -1 * selected.column
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else -- sort by new col
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yl_speak_up.sort_npc_list_per_player[pname] = selected.column
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end
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-- show the update
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yl_speak_up.show_fs_ver(pname, "yl_speak_up:show_npc_list",
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yl_speak_up.get_fs_show_npc_list(pname, nil))
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return
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else
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-- show details about a specific NPC
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yl_speak_up.show_fs_ver(pname, "yl_speak_up:show_npc_list",
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yl_speak_up.get_fs_show_npc_list(pname, selected.row))
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return
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end
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end
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return
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end
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-- the entries for the "/npc_talk list" NPC list are generally the same for all
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-- - except that not all lines are shown to each player and that some
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-- lines might be colored diffrently
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yl_speak_up.build_cache_general_npc_list_lines = function()
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-- small helper function to suppress the display of zeros
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local show_if_bigger_null = function(value, do_count)
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if(do_count and value) then
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local anz = 0
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for k, v in pairs(value) do
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anz = anz + 1
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end
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value = anz
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end
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if(value and value > 0) then
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return tostring(value)
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else
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return ""
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end
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end
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-- the real priv names would be far too long
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local short_priv_name = {
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precon_exec_lua = 'pX',
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effect_exec_lua = 'eX',
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effect_give_item = 'eG',
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effect_take_item = 'eT',
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effect_move_player = 'eM',
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}
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yl_speak_up.cache_general_npc_list_lines = {}
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for k, data in pairs(yl_speak_up.npc_list) do
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local data = yl_speak_up.npc_list[k]
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local n = (data.name or "- ? -")
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if(data.desc and data.desc ~= "") then
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n = n..', '..(data.desc or "")
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end
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-- is the NPC muted?
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local npc_color = (yl_speak_up.nametag_color_when_not_muted or '#FFFFFF')
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if(data.muted ~= nil and data.muted == false) then
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npc_color = (yl_speak_up.nametag_color_when_muted or '#FFFFFF')
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end
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-- is the NPC loaded?
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local is_loaded_color = '#777777'
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if(yl_speak_up.npc_list_objects[k]) then
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is_loaded_color = '#FFFFFF'
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end
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-- is it a generic NPC?
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local n_id = 'n_'..tostring(k)
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local is_generic = ''
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if(yl_speak_up.generic_dialogs[n_id]) then
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is_generic = 'G'
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end
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-- does the NPC have extra privs?
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local priv_list = ''
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if(yl_speak_up.npc_priv_table[n_id]) then
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for priv, has_it in pairs(yl_speak_up.npc_priv_table[n_id]) do
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priv_list = priv_list..tostring(short_priv_name[priv])..' '
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end
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end
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-- fallback if something went wrong with the position (or it's unknown)
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local pos_str = '- unknown -'
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if(not(data.pos) or not(data.pos.x) or not(data.pos.y) or not(data.pos.z)) then
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data.pos = {x=0, y=0, z=0}
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end
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pos_str = minetest.formspec_escape(minetest.pos_to_string(data.pos))
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yl_speak_up.cache_general_npc_list_lines[k] = {
|
|
id = k, -- keep for sorting
|
|
is_loaded_color = is_loaded_color,
|
|
n_id = n_id,
|
|
is_generic = is_generic,
|
|
npc_color = npc_color, -- muted or not
|
|
-- npc_color is diffrent for each player
|
|
n_name = minetest.formspec_escape(n),
|
|
owner = minetest.formspec_escape(data.owner or '- ? -'),
|
|
is_loaded_color = is_loaded_color,
|
|
anz_trades = show_if_bigger_null(#data.trades),
|
|
anz_properties = show_if_bigger_null(data.properties, true),
|
|
anz_editors = show_if_bigger_null(data.may_edit, true),
|
|
pos = pos_str,
|
|
priv_list = priv_list,
|
|
}
|
|
end
|
|
end
|
|
|
|
|
|
-- allow to toggle between trade entries and full log
|
|
-- Note: takes pname instead of player(object) as first parameter
|
|
yl_speak_up.get_fs_show_npc_list = function(pname, selected_row)
|
|
-- which NPC can the player edit?
|
|
local level = 0
|
|
if( minetest.check_player_privs(pname, {npc_master=true})
|
|
or minetest.check_player_privs(pname, {npc_talk_master=true})
|
|
or minetest.check_player_privs(pname, {npc_talk_admin=true})) then
|
|
level = 2
|
|
elseif(minetest.check_player_privs(pname, {npc_talk_owner=true})) then
|
|
level = 1
|
|
end
|
|
if(level < 1) then
|
|
return "size[5,1]label[0,0;Error: You do not have the npc_talk_owner priv.]"
|
|
end
|
|
|
|
local formspec_start = 'size[18,14.7]'..
|
|
'label[4.5,0.5;List of all NPC (that you can edit)]'..
|
|
'tablecolumns[' ..
|
|
'color;text,align=right;'.. -- the ID
|
|
'color;text,align=center;'.. -- is the NPC a generic one?
|
|
'color;text,align=left;'.. -- the name of the NPC
|
|
'color;text,align=center;'.. -- the name of the owner of the NPC
|
|
'color;text,align=right;'.. -- number of trades offered
|
|
'color;text,align=right;'.. -- number of properties set
|
|
'color;text,align=right;'.. -- number of people who can edit NPC
|
|
'color;text,align=center;'.. -- last known position
|
|
'color;text,align=center]'.. -- does he have extra privs?
|
|
'table[0.1,1.0;17.8,9.8;show_npc_list;'
|
|
-- add information about a specific NPC (selected row)
|
|
local info_current_row = ''
|
|
if(selected_row
|
|
and selected_row > 1
|
|
and yl_speak_up.cache_npc_list_per_player[pname]
|
|
and yl_speak_up.cache_npc_list_per_player[pname][selected_row-1]) then
|
|
local k = yl_speak_up.cache_npc_list_per_player[pname][selected_row-1]
|
|
local data = yl_speak_up.npc_list[k]
|
|
local line = yl_speak_up.cache_general_npc_list_lines[k]
|
|
if(data) then
|
|
local edit_list = {data.owner}
|
|
if(data.may_edit) then
|
|
for e, t in pairs(data.may_edit or {}) do
|
|
table.insert(edit_list, e)
|
|
end
|
|
end
|
|
local n_id = 'n_'..tostring(k)
|
|
local priv_list = {}
|
|
if(yl_speak_up.npc_priv_table[n_id]) then
|
|
for priv, has_it in pairs(yl_speak_up.npc_priv_table[n_id]) do
|
|
table.insert(priv_list, priv)
|
|
end
|
|
else
|
|
priv_list = {'- none -'}
|
|
end
|
|
local prop_text = 'label[3.0,2.0;- none -]'
|
|
if(data.properties) then
|
|
local prop_list = {}
|
|
for k, v in pairs(data.properties) do
|
|
table.insert(prop_list, minetest.formspec_escape(
|
|
tostring(k)..' = '..tostring(v)))
|
|
end
|
|
if(#prop_list > 0) then
|
|
prop_text = 'dropdown[3.0,1.8;8,0.6;properties;'..
|
|
table.concat(prop_list, ',')..';;]'
|
|
end
|
|
end
|
|
local first_seen_at = '- unknown -'
|
|
if(data.created_at and data.created_at ~= "") then
|
|
first_seen_at = minetest.formspec_escape(os.date("%m/%d/%y", data.created_at))
|
|
end
|
|
-- allow those with teleport priv to easily visit their NPC
|
|
local teleport_button = ''
|
|
if(minetest.check_player_privs(pname, {teleport=true})) then
|
|
-- the ID of the NPC we want to visit is hidden in a field; this is unsafe,
|
|
-- but the actual check needs to happen when the teleport button is pressed
|
|
-- anyway
|
|
teleport_button = 'field[40,40;0,0;selected_id;;'..tostring(k)..']'..
|
|
'button_exit[12.1,1.8;5,0.6;teleport;Teleport to this NPC]'
|
|
end
|
|
info_current_row =
|
|
'container[0.1,11.2]'..
|
|
'label[0.1,0.0;Name, Desc:]'..
|
|
'label[3.0,0.0;'..tostring(line.n_name)..']'..
|
|
'label[0.1,0.5;Typ:]'..
|
|
'label[3.0,0.5;'..
|
|
minetest.formspec_escape(tostring(data.typ or '- ? -'))..']'..
|
|
'label[12.1,0.5;First seen at:]'..
|
|
'label[14.4,0.5;'..
|
|
first_seen_at..']'..
|
|
'label[0.1,1.0;Can be edited by:]'..
|
|
'label[3.0,1.0;'..
|
|
minetest.formspec_escape(table.concat(edit_list, ', '))..']'..
|
|
'label[0.1,1.5;Has the privs:]'..
|
|
'label[3.0,1.5;'..
|
|
minetest.formspec_escape(table.concat(priv_list, ', '))..']'..
|
|
'label[0.1,2.0;Properties:]'..
|
|
prop_text..
|
|
teleport_button..
|
|
'container_end[]'
|
|
end
|
|
else
|
|
selected_row = 1
|
|
info_current_row = 'label[0.1,11.2;Click on a column name/header in order to sort by '..
|
|
'that column. Click it again in order to reverse sort order.\n'..
|
|
'Click on a row to get more information about a specific NPC.\n'..
|
|
'Only NPC that can be edited by you are shown.\n'..
|
|
'Legend: \"G\": is generic NPC. '..
|
|
'\"#Tr\", \"#Pr\": Number of trades or properties the NPC offers.\n'..
|
|
' \"#Ed\": Number of players that can edit the NPC. '..
|
|
'\"Privs\": List of abbreviated names of privs the NPC has.]'
|
|
end
|
|
local formspec = {}
|
|
|
|
-- TODO: blocks may also be talked to
|
|
|
|
local tmp_liste = {}
|
|
for k, v in pairs(yl_speak_up.npc_list) do
|
|
-- show only NPC - not blocks
|
|
if(type(k) == "number" and (level == 2
|
|
or (v.owner and v.owner == pname)
|
|
or (v.may_edit and v.may_edit[pname]))) then
|
|
table.insert(tmp_liste, k)
|
|
end
|
|
end
|
|
|
|
-- the columns with the colors count as well even though they can't be selected
|
|
-- (don't sort the first column by n_<id> STRING - sort by <id> NUMBER)
|
|
local col_names = {"id", "id", "is_generic", "is_generic", "n_name", "n_name",
|
|
"owner", "owner", "anz_trades", "anz_trades",
|
|
"anz_properties", "anz_properties", "anz_editors", "anz_editors",
|
|
"pos", "pos", "priv_list", "priv_list"}
|
|
local sort_col = yl_speak_up.sort_npc_list_per_player[pname]
|
|
if(not(sort_col) or sort_col == 0) then
|
|
table.sort(tmp_liste)
|
|
elseif(sort_col > 0) then
|
|
-- it is often more helpful to sort in descending order
|
|
local col_name = col_names[sort_col]
|
|
table.sort(tmp_liste, function(a, b)
|
|
return yl_speak_up.cache_general_npc_list_lines[a][col_name]
|
|
> yl_speak_up.cache_general_npc_list_lines[b][col_name]
|
|
end)
|
|
else
|
|
local col_name = col_names[sort_col * -1]
|
|
table.sort(tmp_liste, function(a, b)
|
|
return yl_speak_up.cache_general_npc_list_lines[a][col_name]
|
|
< yl_speak_up.cache_general_npc_list_lines[b][col_name]
|
|
end)
|
|
end
|
|
|
|
local col_headers = {'n_id', 'G', 'Name', 'Owner', '#Tr', '#Pr', '#Ed', 'Position', 'Privs'}
|
|
for i, k in ipairs(col_headers) do
|
|
if( sort_col and sort_col == (i * 2)) then
|
|
table.insert(formspec, 'yellow')
|
|
table.insert(formspec, 'v '..k..' v')
|
|
elseif(sort_col and sort_col == (i * -2)) then
|
|
table.insert(formspec, 'yellow')
|
|
table.insert(formspec, '^ '..k..' ^')
|
|
else
|
|
table.insert(formspec, '#FFFFFF')
|
|
table.insert(formspec, k)
|
|
end
|
|
end
|
|
yl_speak_up.cache_npc_list_per_player[pname] = tmp_liste
|
|
|
|
for i, k in ipairs(tmp_liste) do
|
|
local data = yl_speak_up.npc_list[k]
|
|
local line = yl_speak_up.cache_general_npc_list_lines[k]
|
|
-- own NPC are colored green, others white
|
|
local owner_color = '#FFFFFF'
|
|
if(data.owner == pname) then
|
|
owner_color = '#00FF00'
|
|
elseif (data.may_edit and data.may_edit[pname]) then
|
|
owner_color = '#FFFF00'
|
|
end
|
|
table.insert(formspec, line.is_loaded_color)
|
|
table.insert(formspec, line.n_id)
|
|
table.insert(formspec, 'orange')
|
|
table.insert(formspec, line.is_generic)
|
|
table.insert(formspec, line.npc_color)
|
|
table.insert(formspec, line.n_name)
|
|
table.insert(formspec, owner_color) -- diffrent for each player
|
|
table.insert(formspec, line.owner)
|
|
table.insert(formspec, line.is_loaded_color)
|
|
table.insert(formspec, line.anz_trades)
|
|
table.insert(formspec, line.is_loaded_color)
|
|
table.insert(formspec, line.anz_properties)
|
|
table.insert(formspec, owner_color) -- diffrent for each player
|
|
table.insert(formspec, line.anz_editors)
|
|
table.insert(formspec, line.is_loaded_color)
|
|
table.insert(formspec, line.pos)
|
|
table.insert(formspec, line.is_loaded_color)
|
|
table.insert(formspec, line.priv_list)
|
|
end
|
|
table.insert(formspec, ";"..selected_row.."]")
|
|
return table.concat({formspec_start,
|
|
table.concat(formspec, ','),
|
|
info_current_row,
|
|
'button_exit[0.1,14;19.6,0.6;exit;Exit]'}, '')
|
|
end
|
|
|
|
|
|
-- at load/reload of the mod: read the list of existing NPC
|
|
yl_speak_up.npc_list_load()
|