222 lines
8.3 KiB
Lua
222 lines
8.3 KiB
Lua
-- Properties for NPC --
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-- This is used when an NPC doesn't have a specific dialog but still wants to
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-- make use of a (or some) generic dialog(es)
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-- helper function:
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-- get one property value of the NPC
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yl_speak_up.get_one_npc_property = function(pname, property_name)
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if(not(pname)) then
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return nil
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end
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-- get just the property data
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return yl_speak_up.get_npc_properties(pname, false)[property_name]
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end
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-- helper function;
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-- adds "normal" properties of the npc with a self.<property_name> prefix as well
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-- if long_version is not set, a table containing all properties is returned;
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-- if long_version *is* set, a table containing the table above plus additional entries is returned
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yl_speak_up.get_npc_properties_long_version = function(pname, long_version)
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if(not(pname) or not(yl_speak_up.speak_to[pname])) then
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return {}
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end
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local obj = yl_speak_up.speak_to[pname].obj
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if(not(obj)) then
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return {}
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end
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local entity = obj:get_luaentity()
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if(not(entity)) then
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return {}
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end
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if(not(entity.yl_speak_up)) then
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return {}
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end
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local properties = entity.yl_speak_up.properties
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if(not(properties)) then
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properties = {}
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entity.yl_speak_up.properties = properties
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end
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-- copy other property data that is stored under self.* over as well (like i.e. self.order for mobs_redo)
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for k, v in pairs(entity) do
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local t = type(v)
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if(t == "string" or t == "number" or t == "boolean") then
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properties["self."..tostring(k)] = tostring(v)
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end
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end
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properties["self.name"] = tostring(entity.name)
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if(not(long_version)) then
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return properties
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end
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-- the long version contains additional information
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local prop_names = {}
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for k, v in pairs(properties) do
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table.insert(prop_names, k)
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end
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table.sort(prop_names)
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return {obj = obj, entity = entity, properties = properties, prop_names = prop_names}
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end
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-- most of the time we don't need object, entity or a list of the names of properties;
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-- this returns just the properties themshelves
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yl_speak_up.get_npc_properties = function(pname)
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return yl_speak_up.get_npc_properties_long_version(pname, false)
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end
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yl_speak_up.set_npc_property = function(pname, property_name, property_value, reason)
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if(not(pname) or not(property_name) or property_name == "") then
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return "No player name or property name given. Cannot load property data."
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end
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-- here we want a table with additional information
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local property_data = yl_speak_up.get_npc_properties_long_version(pname, true)
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if(not(property_data)) then
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return "Failed to load property data of NPC."
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end
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-- it is possible to react to property changes with special custom handlers
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if(yl_speak_up.custom_property_handler[property_name]) then
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-- the table contains the pointer to a fucntion
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local fun = yl_speak_up.custom_property_handler[property_name]
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-- call that function with the current values
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return fun(pname, property_name, property_value, property_data)
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end
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-- properties of type self. are not set directly
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if(string.sub(property_name, 1, 5) == "self.") then
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return "Properties of the type \"self.\" cannot be modified."
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end
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-- properites starting with "server" can only be changed or added manually by
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-- players with the npc_talk_admin priv
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if(string.sub(property_name, 1, 6) == "server") then
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if(not(reason) or reason ~= "manually" or not(pname)
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or not(minetest.check_player_privs(pname, {npc_talk_admin=true}))) then
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return "Properties starting with \"server\" can only be changed by players "..
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"who have the \"npc_talk_admin\" priv."
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end
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end
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-- store it
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if(property_data.entity) then
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property_data.entity.yl_speak_up.properties[property_name] = property_value
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local n_id = yl_speak_up.speak_to[pname].n_id
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yl_speak_up.log_change(pname, n_id, "Property \""..tostring(property_name)..
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"\" set to \""..tostring(property_value).."\".")
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end
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-- TODO: handle non-npc (blocks etc)
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return "OK"
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end
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yl_speak_up.input_properties = function(player, formname, fields)
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local pname = player:get_player_name()
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if(not(pname) or not(yl_speak_up.speak_to[pname])) then
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return
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end
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local n_id = yl_speak_up.speak_to[pname].n_id
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if(fields and fields.back and fields.back ~= "") then
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yl_speak_up.show_fs(player, "initial_config",
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{n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, false})
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return
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end
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local selected_row = nil
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if(fields and fields.store_new_val and fields.store_new_val ~= "" and fields.prop_val) then
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yl_speak_up.set_npc_property(pname, fields.prop_name, fields.prop_val, "manually")
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elseif(fields and fields.delete_prop and fields.delete_prop ~= "") then
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-- delete the old property
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yl_speak_up.set_npc_property(pname, fields.prop_name, nil, "manually")
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elseif(fields and fields.table_of_properties) then
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local selected = minetest.explode_table_event(fields.table_of_properties)
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if(selected.type == "CHG" or selected.type == "DLC") then
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selected_row = selected.row
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end
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end
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yl_speak_up.show_fs(player, "properties", {selected = selected_row})
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end
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yl_speak_up.get_fs_properties = function(pname, selected)
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if(not(pname)) then
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return ""
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end
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local n_id = yl_speak_up.speak_to[pname].n_id
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-- is the player editing this npc? if not: abort
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if(not(yl_speak_up.edit_mode[pname])
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or (yl_speak_up.edit_mode[pname] ~= n_id)) then
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return ""
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end
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-- we want the long version with additional information
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local property_data = yl_speak_up.get_npc_properties_long_version(pname, true)
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if(not(property_data)) then
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-- something went wrong - there really is nothing useful we can do
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-- if the NPC we want to interact with doesn't exist or is broken
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return
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end
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local s = ""
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if(not(property_data.prop_names)) then
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property_data.prop_names = {}
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end
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local anz_prop = #property_data.prop_names
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for i, k in ipairs(property_data.prop_names) do
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local v = property_data.properties[k]
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s = s.."#BBBBFF,"..minetest.formspec_escape(k)..","..minetest.formspec_escape(v)..","
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end
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s = s.."#00FF00,add,Add a new property"
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if(not(selected) or selected == "") then
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selected = -1
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end
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local add_selected = "label[3.5,6.5;No property selected.]"
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selected = tonumber(selected)
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if(selected > anz_prop + 1 or selected < 1) then
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selected = -1
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elseif(selected > anz_prop) then
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add_selected = "label[0.2,6.5;Add new property:]"..
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"field[3.0,6.5;3.5,1.0;prop_name;;]"..
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"label[6.5,6.5;with value:]"..
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"field[8.2,6.5;4.5,1.0;prop_val;;]"..
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"button[8.2,7.8;2.0,1.0;store_new_val;Store]"
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-- external properties can usually only be read but not be changed
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elseif(string.sub(property_data.prop_names[selected], 1, 5) == "self."
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and not(yl_speak_up.custom_property_handler[property_data.prop_names[selected]])) then
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add_selected = "label[3.5,6.5;Properties of the type \"self.\" usually cannot be modified.]"
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elseif(string.sub(property_data.prop_names[selected], 1, 6) == "server"
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and not(minetest.check_player_privs(pname, {npc_talk_admin=true}))) then
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add_selected = "label[3.5,6.5;Properties starting with \"server\" can only be "..
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"changed by players\nwho have the \"npc_talk_admin\" priv."
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else
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local name = property_data.prop_names[selected]
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local val = minetest.formspec_escape(property_data.properties[name])
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local name_esc = minetest.formspec_escape(name)
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add_selected = "label[0.2,6.5;Change property:]"..
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"field[3.0,6.5;3.5,1.0;prop_name;;"..name_esc.."]"..
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"label[6.5,6.5;to value:]"..
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"field[8.2,6.5;4.5,1.0;prop_val;;"..val.."]"..
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"button[8.2,7.8;2.0,1.0;store_new_val;Store]"..
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"button[10.4,7.8;2.0,1.0;delete_prop;Delete]"
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end
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if(selected < 1) then
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selected = ""
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end
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local dialog = yl_speak_up.speak_to[pname].dialog
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local npc_name = minetest.formspec_escape(dialog.n_npc or "- nameless -")
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return "size[12.5,8.5]" ..
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"label[2,0;Properties of "..npc_name.." (ID: "..tostring(n_id).."):]"..
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"tablecolumns[color,span=1;text;text]"..
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"table[0.2,0.5;12,4.0;table_of_properties;"..s..";"..tostring(selected).."]"..
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"tooltip[0.2,0.5;12,4.0;"..
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"Click on \"add\" to add a new property.\n"..
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"Click on the name of a property to change or delete it.]"..
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"label[2.0,4.5;"..
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"Properties are important for NPC that want to make use of generic dialogs.\n"..
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"Properties can be used to determine which generic dialog(s) shall apply to\n"..
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"this particular NPC and how they shall be configured. You need the\n"..
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"\"npc_talk_admin\" priv to edit properties starting with the text \"server\".]"..
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"button[5.0,7.8;2.0,0.9;back;Back]"..
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add_selected
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end
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