1124 lines
44 KiB
Lua
1124 lines
44 KiB
Lua
-- This is the main talkdialog the NPC shows when right-clicked.
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yl_speak_up.stop_talking = function(pname)
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if(not(pname)) then
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return
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end
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yl_speak_up.edit_mode[pname] = nil
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yl_speak_up.speak_to[pname] = nil
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minetest.close_formspec(pname, "yl_speak_up:talk")
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end
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yl_speak_up.input_talk = function(player, formname, fields)
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if formname ~= "yl_speak_up:talk" then
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return
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end
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local pname = player:get_player_name()
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local o = ""
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-- error: not talking?
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if(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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-- the NPC needs to be configured first; route input to the configuration dialog
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if(not(yl_speak_up.speak_to[pname].dialog)
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or not(yl_speak_up.speak_to[pname].dialog.n_npc)
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or not(yl_speak_up.speak_to[pname].d_id)) then
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yl_speak_up.input_fs_initial_config(player, formname, fields)
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return
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end
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if(fields.show_log) then
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-- show a log
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yl_speak_up.show_fs(player, "show_log", {log_type = "full"})
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return
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end
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-- mobs_redo based NPC may follow their owner, stand or wander around
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local new_move_order = ""
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if(fields.order_stand) then
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new_move_order = "stand"
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elseif(fields.order_follow) then
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new_move_order = "follow"
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elseif(fields.order_wander) then
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new_move_order = "wander"
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end
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if(new_move_order ~= "") then
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local dialog = yl_speak_up.speak_to[pname].dialog
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yl_speak_up.set_npc_property(pname, "self.order", new_move_order, "move_order")
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minetest.chat_send_player(pname,
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tostring(dialog.n_npc or "NPC").." tells you: "..
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"Ok. I will "..tostring(new_move_order)..".")
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yl_speak_up.stop_talking(pname)
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return
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end
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-- useful for i.e. picking up the mob
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if(fields.order_custom) then
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local obj = yl_speak_up.speak_to[pname].obj
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-- some precautions - someone else might have eliminated the NPC in the meantime
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local luaentity = nil
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if(obj) then
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luaentity = obj:get_luaentity()
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end
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if(luaentity and luaentity.name and yl_speak_up.add_on_rightclick_entry[luaentity.name]) then
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local m = yl_speak_up.add_on_rightclick_entry[luaentity.name]
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local ret = m.execute_function(luaentity, player)
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end
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yl_speak_up.stop_talking(pname)
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return
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end
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-- Is the player working on this particular npc?
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local edit_mode = (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id)
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-- if in edit mode: detect if something was changed;
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if(edit_mode or fields.button_edit_name_and_description) then
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local result = yl_speak_up.edit_mode_apply_changes(pname, fields)
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end
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-- show which dialogs point to this one
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if(edit_mode and fields.show_what_points_to_this_dialog) then
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local dialog = yl_speak_up.speak_to[pname].dialog
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local d_id = yl_speak_up.speak_to[pname].d_id
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yl_speak_up.show_fs(player, "show_what_points_to_this_dialog",
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yl_speak_up.speak_to[pname].d_id)
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return
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end
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-- the player wants to change name and description; show the formspec
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if(edit_mode and fields.button_edit_name_and_description) then
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-- this is not the initial config - but the same formspec can be used
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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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-- the player wants to access the inventory of the NPC
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if((edit_mode and fields.show_inventory)
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or (fields.show_inventory and yl_speak_up.may_edit_npc(player, n_id))) then
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-- the inventory is just an inventory with a back button; come back to this dialog here
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yl_speak_up.show_fs(player, "inventory")
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return
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end
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-- change skin, cape and wielded items
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if(edit_mode and fields.edit_skin) then
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local dialog = yl_speak_up.speak_to[pname].dialog
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-- necessary so that the fashin formspec can be created
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yl_speak_up.speak_to[pname].n_npc = dialog.n_npc
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yl_speak_up.show_fs(player, "fashion")
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return
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end
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if(edit_mode and fields.button_save_dialog) then
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yl_speak_up.show_fs(player, "talk",
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{n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, do_save = true})
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return
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end
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if(edit_mode and fields.button_export_dialog) then
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yl_speak_up.show_fs(player, "export")
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return
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end
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if(edit_mode and fields.button_edit_notes) then
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yl_speak_up.show_fs(player, "notes")
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return
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end
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-- start edit mode (requires npc_talk_owner)
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if fields.button_start_edit_mode then
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-- check if this particular NPC is really owned by this player or if the player has global privs
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if(not(yl_speak_up.may_edit_npc(player, n_id))) then
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minetest.chat_send_player(pname, "Sorry. You do not have the npc_talk_owner or npc_talk_master priv.")
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return
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end
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-- the staff allows to create multiple target dialogs as result; this makes no sense
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-- and is too disambigous
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if(yl_speak_up.check_for_disambigous_results(n_id, pname)) then
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-- this needs to be fixed by someone with a staff; we don't know which dialog is the right
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-- result
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return
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end
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-- for older formspec versions: reset scroll counter
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yl_speak_up.speak_to[pname].counter = 1
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yl_speak_up.speak_to[pname].option_index = 1
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-- enter edit mode with that particular NPC
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yl_speak_up.edit_mode[pname] = yl_speak_up.speak_to[pname].n_id
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-- load the NPC dialog anew - but only what the NPC itself has to say, no generic dialogs
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yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id, false)
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-- start a new chat - but this time in edit mode
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yl_speak_up.speak_to[pname].d_id = nil
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yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = nil})
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return
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-- end edit mode (does not require the priv; will only switch back to normal behaviour)
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elseif fields.button_end_edit_mode then
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-- if there are any changes done: ask first and don't end edit mode yet
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yl_speak_up.show_fs(player, "quit", nil)
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return
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end
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if fields.quit or fields.button_exit then
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-- if there are any changes done: ask first and don't quit yet
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yl_speak_up.show_fs(player, "quit", nil)
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return
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end
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-- allow the player to take the item back
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if(fields.show_player_offers_item and fields.show_player_offers_item ~= "") then
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yl_speak_up.show_fs(player, "player_offers_item", nil)
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return
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end
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if fields.button_up then
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yl_speak_up.speak_to[pname].option_index =
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yl_speak_up.speak_to[pname].option_index + yl_speak_up.max_number_of_buttons
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yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id,
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d_id = yl_speak_up.speak_to[pname].d_id})
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return
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elseif fields.button_down then --and yl_speak_up.speak_to[pname].option_index > yl_speak_up.max_number_of_buttons then
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yl_speak_up.speak_to[pname].option_index =
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yl_speak_up.speak_to[pname].option_index - yl_speak_up.max_number_of_buttons
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if yl_speak_up.speak_to[pname].option_index < 0 then
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yl_speak_up.speak_to[pname].option_index = 1
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end
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yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id,
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d_id = yl_speak_up.speak_to[pname].d_id})
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return
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else
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yl_speak_up.speak_to[pname].option_index = 1
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end
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-- the player wants to see the trade list
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if(fields.show_trade_list) then
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yl_speak_up.show_fs(player, "trade_list", nil)
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return
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end
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-- the player wants to give something to the NPC
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if(fields.player_offers_item) then
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if(not(edit_mode)) then
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-- normal mode: take the item the player wants to offer
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yl_speak_up.show_fs(player, "player_offers_item", nil)
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else
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local dialog = yl_speak_up.speak_to[pname].dialog
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local future_d_id = "d_got_item"
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-- make sure this dialog exists; create if needed
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if(not(dialog.n_dialogs[ future_d_id ])) then
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dialog.n_dialogs[future_d_id] = {
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d_id = future_d_id,
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d_type = "text",
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d_text = "",
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d_sort = 9999 -- make this the last option
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}
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end
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-- in edit mode: allow to edit the options
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yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = future_d_id})
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end
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return
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end
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for k, v in pairs(fields) do
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-- only split into 2 parts at max
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local s = string.split(k, "_", false, 2)
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if(s[1] == "button"
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and s[2] ~= nil and s[2] ~= "" and s[2] ~= "exit" and s[2] ~= "back" and s[3] ~= nil
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and s[2] ~= "up" and s[2] ~= "down") then
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o = s[2] .. "_" .. s[3]
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end
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end
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if not(edit_mode) and o == "" then
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return
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end
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-- Let's check if the button was among the "allowed buttons". Only those may be executed
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if not(edit_mode) and (yl_speak_up.speak_to[pname].allowed and yl_speak_up.speak_to[pname].allowed[o] == false) then
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return
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end
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-- button was clicked, now let's execute the results
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local d_id = yl_speak_up.speak_to[pname].d_id
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local dialog = yl_speak_up.speak_to[pname].dialog
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-- we may soon need actions and o_results from the selected_option
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local selected_option = {}
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if(d_id and o and dialog
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and dialog.n_dialogs
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and dialog.n_dialogs[d_id]
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and dialog.n_dialogs[d_id].d_options
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and dialog.n_dialogs[d_id].d_options[o]) then
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selected_option = dialog.n_dialogs[d_id].d_options[o]
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end
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if(not(edit_mode)) then
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-- abort if the option does not exist
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if(not(selected_option)) then
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return
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end
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yl_speak_up.speak_to[pname].o_id = o
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-- start with executing the first action
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yl_speak_up.execute_next_action(player, nil, true)
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return
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end
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-- if(edit_mode) (the other case has been dealt with above)
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-- all three buttons (pre(C)onditions, (Ef)fects, edit option) lead to the same new formspec
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local n_dialog = dialog.n_dialogs[d_id]
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if(n_dialog and n_dialog.d_options) then
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for o_id,v in pairs(n_dialog.d_options) do
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if( fields["edit_option_"..o_id]
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or fields["conditions_"..o_id]
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or fields["actions_"..o_id]
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or fields["quests_"..o_id]
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or fields["effects_"..o_id]) then
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-- store which option we want to edit
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yl_speak_up.speak_to[pname].o_id = o_id
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-- if something was changed: ask for confirmation
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yl_speak_up.show_fs(player, "edit_option_dialog",
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{n_id = yl_speak_up.speak_to[pname].n_id,
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d_id = d_id, o_id = o_id, caller="button"})
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return
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end
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end
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end
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-- in edit mode: has another dialog been selected?
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-- if nothing better can be found: keep the old dialog
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local show_dialog = d_id
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-- an option button was selected;
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-- since we do not execute actions and effects in edit mode, we need to find out the
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-- right target dialog manually (and assume all went correct)
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if( o ~= "" ) then
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-- find out the normal target dialog of this option
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if(selected_option and selected_option.o_results) then
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for k, v in pairs(selected_option.o_results) do
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if(v and v.r_type == "dialog") then
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show_dialog = v.r_value
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end
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end
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end
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-- dropdown menu was used; provided the dialog exists (and it's not the "New dialog" option)
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-- (if a new dialog was added using the "+" button, fields.d_id gets set accordingly)
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elseif(fields.d_id and fields.d_id ~= show_dialog and dialog.n_dialogs[fields.d_id]) then
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show_dialog = fields.d_id
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-- in edit mode: prev_dialog_../next_dialog_.. was selected
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else
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for k,v in pairs(dialog.n_dialogs) do
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if(fields["prev_dialog_"..k]) then
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show_dialog = k
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elseif(fields["next_dialog_"..k]) then
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show_dialog = k
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end
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end
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end
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yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = show_dialog})
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-- no option was selected - so we need to end this here
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return
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end
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-- helper function for
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-- yl_speak_up.get_fs_talkdialog and
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-- yl_speak_up.check_and_add_as_generic_dialog
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-- find the dialog with d_sort == 0 or lowest number
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yl_speak_up.get_start_dialog_id = function(dialog)
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if(not(dialog) or not(dialog.n_dialogs)) then
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return nil
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end
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-- Find the dialog with d_sort = 0 or alternatively with the lowest number
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local lowest_sort = nil
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local d_id = nil
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for k, v in pairs(dialog.n_dialogs) do
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local nr = tonumber(v.d_sort)
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if(not(lowest_sort) or (nr and nr >= 0 and nr < lowest_sort)) then
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lowest_sort = nr
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d_id = k
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end
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end
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return d_id
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end
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-- helper function for yl_speak_up.get_fs_talkdialog:
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-- shows the text the NPC "speaks" and adds edit and navigation buttons
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-- (all only in *edit_mode*)
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yl_speak_up.get_fs_talkdialog_main_text_in_edit_mode = function(
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formspec, h, dialog, dialog_list, edit_mode, c_d_id, active_dialog)
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local d_id_to_dropdown_index = {}
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if(not(edit_mode)) then
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return {h = h, formspec = formspec, d_id_to_dropdown_index = {}, dialog_list = dialog_list}
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end
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-- allow to change skin, wielded items etc.
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table.insert(formspec, "button[15.75,3.5;3.5,0.9;edit_skin;Edit Skin]")
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if(not(dialog) or not(dialog.n_dialogs)) then
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return {h = h, formspec = formspec, d_id_to_dropdown_index = {}, dialog_list = dialog_list}
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end
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-- display the window with the text the NPC is saying
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-- sort all dialogs by d_sort
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local sorted_list = yl_speak_up.get_sorted_options(dialog.n_dialogs, "d_sort")
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-- add buttons for previous/next dialog
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for i, d in ipairs(sorted_list) do
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-- build the list of available dialogs for the dropdown list(s)
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dialog_list = dialog_list..","..minetest.formspec_escape(d)
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if(d == c_d_id) then
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local prev_dialog = tostring(minetest.formspec_escape(sorted_list[i-1]))
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yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
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"button", "8.5,4.0;2,0.9", "prev_dialog_"..prev_dialog,
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"<",
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"Go to previous dialog "..prev_dialog..".",
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(sorted_list[ i-1 ]))
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local next_dialog = tostring(minetest.formspec_escape(sorted_list[i+1]))
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yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
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"button", "11,4.0;2,0.9", "next_dialog_"..next_dialog,
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">",
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"Go to next dialog "..next_dialog..".",
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(sorted_list[ i+1 ]))
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end
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d_id_to_dropdown_index[d] = i + 1
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end
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dialog_list = dialog_list..",d_end"
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d_id_to_dropdown_index["d_end"] = #sorted_list + 2
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table.insert(formspec, "label[0.2,4.6;Dialog:]") -- "..minetest.formspec_escape(c_d_id)..":]")
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table.insert(formspec, "dropdown[3.0,4.0;5,1;d_id;"..dialog_list..";"..
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(d_id_to_dropdown_index[c_d_id] or "1")..",]")
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table.insert(formspec, "tooltip[3.0,4.0;5,1;"..
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"Select the dialog you want to edit. Currently, dialog "..c_d_id..
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" is beeing displayed.;#FFFFFF;#000000]")
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yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
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"button", "13.9,4.0;1,0.9", "show_new_dialog",
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"+",
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"Create a new dialog.",
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true)
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yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
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"button", "11.0,0.3;2,1.0", "button_edit_notes",
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"Notes",
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"Keep notes of what this NPC is for, how his character is etc.",
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true)
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yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
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"button", "13.2,0.3;2,0.9", "button_edit_name_and_description",
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"Edit",
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"Edit name and description of your NPC.",
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true)
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yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
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"button", "15.4,0.3;2,0.9", "button_save_dialog",
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"Save",
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"Save this dialog.",
|
|
true)
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
"button", "17.5,0.3;2.4,0.9", "button_export_dialog",
|
|
"Export",
|
|
"Export: Show the dialog in .json format which you can copy and store on your computer.",
|
|
true)
|
|
|
|
|
|
-- static help text instead of text input field for d_got_item
|
|
if(c_d_id == "d_got_item") then
|
|
table.insert(formspec, "hypertext[0.2,5;19.6,17.8;d_text;"..
|
|
"<normal>Note:\nThis is a special dialog."..
|
|
"It will be called when the player clicks on "..
|
|
"<b>I want to give you something</b>."..
|
|
"\nMost of the things listed below will be added automaticly when you add a "..
|
|
"new option to this dialog. In most cases you may just have to edit the "..
|
|
"<b>precondition</b> so that the <i>right item</i> is accepted, and then "..
|
|
"set the <b>target dialog</b> <i>according to your needs</i>. Please also "..
|
|
"edit the <b>alternate text</b> so that it fits your <i>item</i>!"..
|
|
"\nThis is how it works in detail:"..
|
|
"\n<b>Each option</b> you add here ought to deal with one item(stack) that "..
|
|
"the NPC expects from the player, i.e. <i>farming:bread 2</i>. "..
|
|
"Each option needs to be selected <b>automaticly</b> and ought to contain:"..
|
|
"\n* a <b>precondition</b> regarding "..
|
|
"<b>an item the player offered/gave to the NPC</b> "..
|
|
"(shown as <b>player_offered_item</b> in overview) "..
|
|
"where you define which item(stack) is relevant for this option"..
|
|
"\n* an <b>effect</b> regarding <b>an item the player offered to the NPC</b> "..
|
|
"(shown as <b>deal_with_offered_item</b> in overview) "..
|
|
"where you define what shall happen to the offered item. Usually "..
|
|
"the NPC will accept the item and put it into its inventory."..
|
|
"\n* Don't forget to set a suitable target dialog for the <b>effect</b>! "..
|
|
"Your NPC ought to comment on what he got, i.e. "..
|
|
"<i>Thank you for those two breads! You saved me from starving.</i>"..
|
|
"You can also work with an alternate text here (as is done in the "..
|
|
"default setup when adding a new option here)."..
|
|
"\n</normal>]")
|
|
-- static help text instead of text input field for d_trade
|
|
elseif(c_d_id == "d_trade") then
|
|
table.insert(formspec, "hypertext[0.2,5;19.6,17.8;d_text;"..
|
|
"<normal>Note:\nThis is a special dialog."..
|
|
"It will be called when the player clicks on "..
|
|
"<b>Let's trade!</b>."..
|
|
"\nSome of the things listed below will be added automaticly when you add a "..
|
|
"new option to this dialog. In most cases you may just have to edit the "..
|
|
"<b>precondition</b> so that the <i>right item(stack)</i> is beeing "..
|
|
"searched for, and you need to add suitable effects. The ones added "..
|
|
"automaticly are just an example."..
|
|
"\nNote that once the NPC found a matching precondition, it will execute the "..
|
|
"relevant effects and present the player the trade list. Any further options "..
|
|
"that might also fit will not be executed this time. Only <b>one</b> option "..
|
|
"(or none) will be selected each time."..
|
|
"\nThis is how it works in detail:"..
|
|
"\n<b>Each option</b> you add here ought to deal with one item(stack) that "..
|
|
"the NPC might or might not have in its inventory, "..
|
|
"i.e. <i>default:stick 4</i>. "..
|
|
"Each option needs to be selected <b>automaticly</b> and ought to contain:"..
|
|
"\n* at least one <b>precondition</b> regarding "..
|
|
"<b>the inventory of the NPC</b> "..
|
|
"where you define which item(stack) is relevant for this option "..
|
|
"(you can add multiple such preconditions for each option)"..
|
|
"\n* at least one <b>effect</b> regarding what the NPC shall do if the "..
|
|
"precondition matches. In most cases, <b>NPC crafts something</b>, "..
|
|
"<b>put item from the NPC's inventory into a chest etc.</b> or "..
|
|
"<b>take item from a chest etc. and put it into the NPC's inventory</b> "..
|
|
"will be what you are looking for. More than one effect is possible."..
|
|
"\n* In this particular case, no target dialog needs to be selected. After "..
|
|
"executing the effect(s), the trade list view will be shown to the "..
|
|
"player."..
|
|
"\n</normal>]")
|
|
elseif(active_dialog and active_dialog.d_text) then
|
|
table.insert(formspec, "textarea[0.2,5;19.6,17.8;d_text;;"..
|
|
minetest.formspec_escape(active_dialog.d_text or "?")..
|
|
"]")
|
|
else
|
|
table.insert(formspec, "textarea[0.2,5;19.6,17.8;d_text;;"..
|
|
minetest.formspec_escape("[no text]")..
|
|
"]")
|
|
end
|
|
return {h = h, formspec = formspec, d_id_to_dropdown_index = d_id_to_dropdown_index,
|
|
dialog_list = dialog_list}
|
|
end
|
|
|
|
|
|
-- helper function for yl_speak_up.get_fs_talkdialog:
|
|
-- prints one entry (option/answer) in normal mode - not in edit_mode
|
|
yl_speak_up.get_fs_talkdialog_line_in_normal_mode = function(
|
|
formspec, h, pname_for_old_fs, oid, sb_v,
|
|
dialog, allowed, pname)
|
|
local t = "- no text given -"
|
|
local t_alt = nil
|
|
-- the preconditions are fulfilled; showe the option
|
|
if(allowed[sb_v.o_id] == true) then
|
|
-- replace $NPC_NAME$ etc.
|
|
t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text(
|
|
sb_v.o_text_when_prerequisites_met, dialog, pname))
|
|
-- precondition not fulfilled? the option shall be hidden
|
|
elseif(sb_v.o_hide_when_prerequisites_not_met == "true") then
|
|
-- show nothing; t_alt remains nil
|
|
t = nil
|
|
-- precondition not fulfilled, and autoanswer active? Then hide this option.
|
|
elseif(sb_v.o_autoanswer) then
|
|
-- show nothing; t_alt remains nil
|
|
t = nil
|
|
-- precondition not fulfilled? the option shall be greyed out
|
|
-- default to greyed out (this option cannot be selected)
|
|
elseif(sb_v.o_grey_when_prerequisites_not_met == "true") then
|
|
local text = sb_v.o_text_when_prerequisites_not_met
|
|
if(not(text) or text == "") then
|
|
text = t or yl_speak_up.message_button_option_prerequisites_not_met_default
|
|
end
|
|
t = nil
|
|
-- replace $NPC_NAME$ etc.
|
|
t_alt = minetest.formspec_escape(yl_speak_up.replace_vars_in_text(
|
|
text, dialog, pname))
|
|
elseif(sb_v.o_grey_when_prerequisites_not_met == "false"
|
|
and sb_v.o_text_when_prerequisites_not_met ~= "") then
|
|
-- show in normal coor
|
|
t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text(
|
|
sb_v.o_text_when_prerequisites_not_met, dialog, pname))
|
|
end
|
|
if(t or t_alt) then
|
|
-- actually show the button
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"button_" .. oid,
|
|
t,
|
|
t,
|
|
(t and not(t_alt)),
|
|
t_alt,
|
|
nil, pname_for_old_fs)
|
|
end
|
|
return {h = h, formspec = formspec}
|
|
end
|
|
|
|
|
|
-- helper function for yl_speak_up.get_fs_talkdialog:
|
|
-- prints one entry (option/answer) in *edit_mode*
|
|
yl_speak_up.get_fs_talkdialog_line_in_edit_mode = function(
|
|
formspec, h, pname_for_old_fs, oid, sb_v,
|
|
dialog, active_dialog, dialog_list, d_id_to_dropdown_index,
|
|
current_index, anz_options)
|
|
local offset = 0.0
|
|
local field_length = 43.8
|
|
if(pname_for_old_fs) then
|
|
offset = 0.7
|
|
field_length = 41.8
|
|
end
|
|
h = h + 1
|
|
-- add a button "o_<nr>:" that leads to an edit formspec for this option
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
"button", tostring(2.9+offset).."," .. h .. ";2,0.9", "edit_option_" .. oid,
|
|
oid,
|
|
"Edit target dialog, pre(C)onditions and (Ef)fects for option "..oid..".",
|
|
true)
|
|
-- find the right target dialog for this option (if it exists):
|
|
local target_dialog = nil
|
|
local results = active_dialog.d_options[sb_v.o_id].o_results
|
|
-- has this option more results/effects than just switching to another dialog?
|
|
local has_other_results = false
|
|
if(results ~= nil) then
|
|
for k, v in pairs(results) do
|
|
if v.r_type == "dialog"
|
|
and (dialog.n_dialogs[v.r_value] ~= nil
|
|
or v.r_value == "d_end"
|
|
or v.r_value == "d_trade"
|
|
or v.r_value == "d_got_item") then
|
|
-- there may be more than one in the data structure
|
|
target_dialog = v.r_value
|
|
elseif v.r_type ~= "dialog" then
|
|
has_other_results = true
|
|
end
|
|
end
|
|
end
|
|
-- add a button "-> d_<nr>" that leads to the target dialog (if one is set)
|
|
-- selecting an option this way MUST NOT execute the pre(C)onditions or (Ef)fects!
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
"button", tostring(9.6+offset)..","..h..";1,0.9", "button_" .. oid,
|
|
"->",
|
|
"Go to target dialog "..minetest.formspec_escape(target_dialog or "")..
|
|
" that will be shown when this option ("..oid..") is selected.",
|
|
(target_dialog))
|
|
|
|
-- allow to set a new target dialog
|
|
table.insert(formspec, "dropdown["..tostring(5.0+offset)..","..h..";4.7,1;d_id_"..
|
|
oid..";"..
|
|
dialog_list..";"..
|
|
(d_id_to_dropdown_index[(target_dialog or "?")] or "0")..",]")
|
|
-- add a tooltip "Change target dialog"
|
|
table.insert(formspec, "tooltip[5.0,"..h..";4.7,1;"..
|
|
"Change target dialog for option "..oid..".;#FFFFFF;#000000]")
|
|
|
|
-- are there any prerequirements?
|
|
local prereq = active_dialog.d_options[sb_v.o_id].o_prerequisites
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
"button", tostring(0.5+offset)..","..h..";0.5,0.9", "conditions_"..oid,
|
|
"C",
|
|
"There are pre(C)onditions required for showing this option. Display them.",
|
|
(prereq and next(prereq)))
|
|
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
"button", tostring(1.6+offset)..","..h..";0.6,0.9", "effects_"..oid,
|
|
"Ef",
|
|
"There are further (Ef)fects (apart from switching\n"..
|
|
"to a new dialog) set for this option. Display them.",
|
|
(has_other_results))
|
|
|
|
local d_option = active_dialog.d_options[sb_v.o_id]
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
"button", tostring(2.25+offset)..","..h..";0.6,0.9", "quests_"..oid,
|
|
"Q",
|
|
"This option sets a (Q)est step if possible.\n"..
|
|
"A special precondition is evaluated automaticly\n"..
|
|
"to check if the quest step can be set.",
|
|
(d_option and d_option.quest_id and d_option.quest_step))
|
|
|
|
-- are there any actions defined?
|
|
local actions = active_dialog.d_options[sb_v.o_id].actions
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
"button", tostring(1.05+offset)..","..h..";0.5,0.9", "actions_"..oid,
|
|
"A",
|
|
"There is an (A)ction (i.e. a trade) that will happen\n"..
|
|
"when switching to a new dialog. Display actions and\n"..
|
|
"trade of this option.",
|
|
(actions and next(actions)))
|
|
|
|
if(sb_v.o_autoanswer) then
|
|
table.insert(formspec,
|
|
"label["..tostring(10.5+offset+0.2)..","..tostring(h+0.5)..";"..
|
|
minetest.formspec_escape("[Automaticly selected if preconditions are met] "..
|
|
tostring(sb_v.o_text_when_prerequisites_met))..
|
|
"]")
|
|
elseif(active_dialog.o_random) then
|
|
table.insert(formspec,
|
|
"label["..tostring(10.5+offset+0.2)..","..tostring(h+0.5)..";"..
|
|
minetest.formspec_escape("[One of these options is randomly selected] "..
|
|
tostring(sb_v.o_text_when_prerequisites_met))..
|
|
"]")
|
|
else
|
|
-- show the actual text for the option
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
"field", tostring(10.5+offset)..","..h..";"..
|
|
tostring(field_length-2.3)..",0.9",
|
|
"text_option_" .. oid,
|
|
";"..minetest.formspec_escape(sb_v.o_text_when_prerequisites_met),
|
|
"Edit the text that is displayed on button "..oid..".",
|
|
true)
|
|
end
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
"button", tostring(10.5+offset+field_length-2.2)..","..h..";1.0,0.9", "delete_option_"..oid,
|
|
"Del",
|
|
"Delete this option/answer.",
|
|
true)
|
|
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
-- "image_button", tostring(9.9+offset+field_length-0.5)..","..h..";0.5,0.9"..
|
|
-- ";gui_furnace_arrow_bg.png^[transformR180",
|
|
"button", tostring(10.5+offset+field_length-1.1)..","..h..";0.5,0.9",
|
|
"option_move_down_"..oid,
|
|
"v",
|
|
"Move this option/answer one down.",
|
|
(current_index < anz_options))
|
|
yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
|
|
-- "image_button", tostring(9.9+offset+field_length-1.0)..","..h..";0.5,0.9"..
|
|
-- ";gui_furnace_arrow_bg.png",
|
|
"button", tostring(10.5+offset+field_length-0.5)..","..h..";0.5,0.9",
|
|
"option_move_up_"..oid,
|
|
"^",
|
|
"Move this option/answer one up.",
|
|
(current_index > 1))
|
|
return {h = h, formspec = formspec}
|
|
end
|
|
|
|
|
|
-- helper function for yl_speak_up.get_fs_talkdialog:
|
|
-- if the player can edit the NPC,
|
|
-- either add a button for entering edit mode
|
|
-- or add the buttons needed to edit the dialog when in *edit mode*
|
|
yl_speak_up.get_fs_talkdialog_add_edit_buttons = function(
|
|
formspec, h, pname_for_old_fs, is_a_start_dialog,
|
|
active_dialog, luaentity, edit_mode, may_edit_npc, anz_options)
|
|
if(not(may_edit_npc)) then
|
|
return {h = h, formspec = formspec}
|
|
end
|
|
-- button "show log" for those who can edit the NPC (entering edit mode is not required)
|
|
local text = minetest.formspec_escape(
|
|
"[Log] Show me your log.")
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"show_log",
|
|
text, text,
|
|
true, nil, nil, pname_for_old_fs)
|
|
-- Offer to enter edit mode if the player has the npc_talk_owner priv OR is allowed to edit the NPC.
|
|
-- The npc_talk_master priv allows to edit all NPC.
|
|
if(not(edit_mode)) then
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"button_start_edit_mode",
|
|
"Enters edit mode. In this mode, you can edit the texts the NPC says and the "..
|
|
"answers that can be given.",
|
|
-- chat option: "I am your owner. I have new orders for you.
|
|
"I am your owner. I have new orders for you.",
|
|
true, nil, true, pname_for_old_fs) -- is button_exit
|
|
return {h = h, formspec = formspec}
|
|
end
|
|
|
|
local offset = 0.0
|
|
-- If in edit mode, add new menu entries: "add new options", "end edit mode" and what else is needed.
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"add_option",
|
|
-- chat option: "Add a new answer/option to this dialog."
|
|
"Adds a new option to this dialog. You can delete options via the option edit menu.",
|
|
"Add a new option/answer to this dialog. You can delete options via the option "..
|
|
"edit menu.",
|
|
-- the amount of allowed options/answers has been reached
|
|
(anz_options < yl_speak_up.max_number_of_options_per_dialog),
|
|
"Maximum number of allowed answers/options reached. No further options/answers "..
|
|
"can be added.", nil, pname_for_old_fs)
|
|
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"delete_this_empty_dialog",
|
|
-- chat option: "Delete this dialog."
|
|
"Dialogs can only be deleted when they are empty and have no more "..
|
|
"options/answers. This is the case here, so the dialog can be deleted.",
|
|
"Delete this empty dialog.",
|
|
(active_dialog and active_dialog.d_text == "" and anz_options == 0),
|
|
-- (but only show this option if the dialog is empty)
|
|
"If you want to delete this dialog, you need to delete all options and its "..
|
|
"text first.", nil, pname_for_old_fs)
|
|
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"show_what_points_to_this_dialog",
|
|
-- chat option: "Show what points to this dialog."
|
|
"Show which other dialog options or failed actions\n"..
|
|
"or effects lead the player to this dialog here.",
|
|
"Show what points to this dialog.",
|
|
-- there is no alternate text to show
|
|
true, nil, nil, pname_for_old_fs)
|
|
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"make_first_option",
|
|
-- chat option: "Make this dialog the first one shown when starting to talk."
|
|
"The NPC has to start with one dialog when he is right-clicked. "..
|
|
"Make this dialog the one shown.",
|
|
"Make this dialog the first one shown when starting a conversation.",
|
|
(active_dialog and active_dialog.d_sort and tonumber(active_dialog.d_sort) ~= 0),
|
|
-- (but only show this option if it's not already the first one)
|
|
"This dialog will be shown whenever a conversation is started.", nil,pname_for_old_fs)
|
|
|
|
local b_text = "Turn this into"
|
|
if(is_a_start_dialog) then
|
|
b_text = "This shall no longer be"
|
|
end
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"turn_into_a_start_dialog",
|
|
"With automatic selection of options, it is possible that the real\n"..
|
|
"start dialog will never be shown to the player. However, we need\n"..
|
|
"to add some buttons to that start dialog for i.e. giving items\n"..
|
|
"to the NPC and for trading. Therefore, dialogs can be marked as\n"..
|
|
"*a* start dialog so that these buttons will be added to those dialogs.",
|
|
b_text.." *a* start dialog where buttons for trade etc. are shown.",
|
|
not(active_dialog and active_dialog.d_sort and tonumber(active_dialog.d_sort) == 0),
|
|
"The start dialog automaticly counts as *a* start dialog where buttons for "..
|
|
"trade etc. are shown.", nil, pname_for_old_fs)
|
|
|
|
-- chat option: Mute/Unmute NPC
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"mute_npc",
|
|
-- chat option: mute the NPC
|
|
"The NPC will no longer show his dialogs when he is right-clicked. This is "..
|
|
"useful while you edit the NPC and don't want players to see "..
|
|
"unfinished entries and/or quests.",
|
|
"State: Not muted. Stop talking to other players while I give you new orders.",
|
|
(luaentity and luaentity.yl_speak_up.talk), nil, nil, pname_for_old_fs)
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"un_mute_npc",
|
|
-- unmute the NPC
|
|
"The NPC will show his dialogs to other players when he is right-clicked. "..
|
|
"This is the normal mode of operation. Choose this when you are "..
|
|
"finished editing.",
|
|
"State: You are currently muted. Talk to anyone again who wants to talk to you.",
|
|
-- the NPC has to be there
|
|
(luaentity and not(luaentity.yl_speak_up.talk)), nil, nil, pname_for_old_fs)
|
|
|
|
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"button_end_edit_mode",
|
|
"Ends edit mode. From now on, your NPC will talk to you like he talks to other "..
|
|
"players. You can always give him new orders by entering edit mode again.",
|
|
-- chat option:"That was all. I'm finished with giving you new orders. Remember them!"
|
|
"That was all. I'm finished with giving you new orders. Remember them!",
|
|
true, nil, true, pname_for_old_fs) -- is button_exit
|
|
return {h = h, formspec = formspec}
|
|
end
|
|
|
|
|
|
-- recursion_depth is increased each time autoanswer is automaticly selected
|
|
yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id, alternate_text, recursion_depth)
|
|
local pname = player:get_player_name()
|
|
local dialog = yl_speak_up.speak_to[pname].dialog
|
|
local context_d_id = yl_speak_up.speak_to[pname].d_id
|
|
local active_dialog
|
|
|
|
if(not(dialog)) then
|
|
yl_speak_up.log_change(pname, n_id,
|
|
"unconfigured NPC beeing talked to at "..
|
|
minetest.pos_to_string(player:get_pos()), "action")
|
|
return yl_speak_up.get_error_message()
|
|
end
|
|
|
|
-- currently no trade running (we're editing options)
|
|
yl_speak_up.trade[pname] = nil
|
|
yl_speak_up.speak_to[pname].trade_id = nil
|
|
|
|
-- add a d_trade dialog if necessary
|
|
if(dialog and dialog.trades and dialog.n_dialogs and not(dialog.n_dialogs["d_trade"])) then
|
|
yl_speak_up.add_new_dialog(dialog, pname, "trade", "[no text]")
|
|
end
|
|
|
|
--[[ If we have an explicit call for a certain d_id, we grab it from parameters.
|
|
If not, we grab in from context.
|
|
When neither are present, we grab it from d_sort
|
|
]]--
|
|
|
|
local c_d_id
|
|
-- the generic start dialog contains only those options that are generic;
|
|
-- choose the right start dialog of the NPC
|
|
if(d_id ~= nil and d_id ~= "d_generic_start_dialog") then
|
|
active_dialog = dialog.n_dialogs[d_id]
|
|
c_d_id = d_id
|
|
elseif(d_id and d_id ~= "d_generic_start_dialog" and yl_speak_up.speak_to[pname].d_id ~= nil) then
|
|
c_d_id = yl_speak_up.speak_to[pname].d_id
|
|
active_dialog = dialog.n_dialogs[c_d_id]
|
|
elseif dialog.n_dialogs ~= nil then
|
|
-- Find the dialog with d_sort = 0
|
|
c_d_id = yl_speak_up.get_start_dialog_id(dialog)
|
|
if(c_d_id) then
|
|
active_dialog = dialog.n_dialogs[c_d_id]
|
|
end
|
|
else
|
|
-- it may be possible that this player can initialize this npc
|
|
yl_speak_up.log_change(pname, n_id,
|
|
"unconfigured NPC beeing talked to at "..
|
|
minetest.pos_to_string(player:get_pos()), "action")
|
|
-- this is the initial config
|
|
-- (input ends up at yl_speak_up.input_talk and needs to be rerouted)
|
|
return yl_speak_up.get_fs_initial_config(player, n_id, d_id, true)
|
|
end
|
|
|
|
if c_d_id == nil then return yl_speak_up.get_error_message() end
|
|
|
|
yl_speak_up.speak_to[pname].d_id = c_d_id
|
|
|
|
-- Now we have a dialog to display to the user
|
|
|
|
-- do not crash in case of error
|
|
if(not(active_dialog)) then
|
|
return "size[6,2]"..
|
|
"label[0.2,0.5;Ups! Something went wrong. Please try again.]"
|
|
end
|
|
|
|
-- 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)
|
|
|
|
-- evaluate the preconditions of each option and check if the option can be offered
|
|
local allowed = yl_speak_up.calculate_displayable_options(pname, active_dialog.d_options, edit_mode,
|
|
-- avoid loops by limiting max recoursion depths for autoanswers
|
|
(recursion_depth < yl_speak_up.max_allowed_recursion_depth))
|
|
-- autoanswer or o_random may force to select a particular dialog
|
|
local go_to_next_dialog = nil
|
|
-- abort here if needed - the autoanswer/autoselection did choose an option for us alread
|
|
if(not(edit_mode) and allowed and allowed["autoanswer"] and allowed["autoanswer"] ~= "") then
|
|
go_to_next_dialog = allowed["autoanswer"]
|
|
-- randomly select an answer
|
|
elseif(not(edit_mode) and allowed and active_dialog.o_random
|
|
and (recursion_depth < yl_speak_up.max_allowed_recursion_depth)) then
|
|
local liste = {}
|
|
-- only allowed options can be randomly selected from
|
|
for o_id, v in pairs(allowed) do
|
|
if(v) then
|
|
table.insert(liste, o_id)
|
|
end
|
|
end
|
|
-- randomly select one of the possible dialogs
|
|
if(#liste > 0) then
|
|
go_to_next_dialog = liste[math.random(1, #liste)]
|
|
end
|
|
end
|
|
|
|
if(go_to_next_dialog and go_to_next_dialog ~= "") then
|
|
-- no actions shall be executed
|
|
local o_id = go_to_next_dialog
|
|
local effects = active_dialog.d_options[o_id].o_results
|
|
local d_option = active_dialog.d_options[o_id]
|
|
-- execute all effects/results
|
|
local res = yl_speak_up.execute_all_relevant_effects(player, effects, o_id, true, d_option)
|
|
local target_dialog = res.next_dialog
|
|
yl_speak_up.speak_to[pname].o_id = nil
|
|
yl_speak_up.speak_to[pname].a_id = nil
|
|
-- end the conversation?
|
|
if(target_dialog and target_dialog == "d_end") then
|
|
yl_speak_up.stop_talking(pname)
|
|
-- a formspec is expected here; provide one that has an exit button only
|
|
return "size[2,1]"..
|
|
"button_exit[0,0;1,1;Exit;exit]"
|
|
end
|
|
if(not(target_dialog)
|
|
or target_dialog == ""
|
|
or not(dialog.n_dialogs[target_dialog])) then
|
|
target_dialog = yl_speak_up.speak_to[pname].d_id
|
|
end
|
|
-- show the new target dialog and exit
|
|
-- the recursion_depth will be increased by one (we did autoselect here and need to
|
|
-- avoid infinite loops)
|
|
return yl_speak_up.get_fs_talkdialog(player, n_id, target_dialog, res.alternate_text,
|
|
recursion_depth + 1)
|
|
end
|
|
|
|
-- is the player comming back from trying to offer something to the NPC?
|
|
-- And is the NPC trying to return the item?
|
|
if(not(edit_mode) and d_id == "d_got_item") then
|
|
local pname = player:get_player_name()
|
|
local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
|
|
if(not(trade_inv:is_empty("npc_wants"))) then
|
|
return "formspec_version[1]"..
|
|
yl_speak_up.show_fs_simple_deco(8, 2.5)..
|
|
"label[0.5,0.5;"..
|
|
minetest.formspec_escape(dialog.n_npc or "- ? -")..
|
|
" does not seem to be intrested in that.\n"..
|
|
"Please take your item back and try something else.]"..
|
|
"button[3.5,1.5;1.5,1.0;show_player_offers_item;Ok]"
|
|
end
|
|
end
|
|
|
|
|
|
yl_speak_up.speak_to[pname].allowed = allowed
|
|
|
|
|
|
local pname_for_old_fs = yl_speak_up.get_pname_for_old_fs(pname)
|
|
local fs_version = yl_speak_up.fs_version[pname]
|
|
local formspec = {}
|
|
local h
|
|
|
|
-- this is used to build a list of all available dialogs for a dropdown menu in edit mode
|
|
-- (only relevant in edit mode)
|
|
local dialog_list = yl_speak_up.text_new_dialog_id
|
|
-- allow to change skin, wielded items etc.
|
|
-- display the window with the text the NPC is saying in *edit_mode*
|
|
local res_edit_top = yl_speak_up.get_fs_talkdialog_main_text_in_edit_mode(
|
|
formspec, h, dialog, dialog_list, edit_mode, c_d_id, active_dialog)
|
|
-- we are finished with adding buttons and text etc. to the left side of the formspec
|
|
local left_window_fs = table.concat(res_edit_top.formspec, "\n")
|
|
dialog_list = res_edit_top.dialog_list
|
|
-- find the right index for the dialog_list dropdown above
|
|
local d_id_to_dropdown_index = res_edit_top.d_id_to_dropdown_index
|
|
|
|
-- empty formspec for the bottom part
|
|
formspec = {}
|
|
|
|
h = -0.8
|
|
|
|
-- allow to delete entries that have no options later on
|
|
local anz_options = 0
|
|
-- Let's sort the options by o_sort
|
|
if active_dialog ~= nil and active_dialog.d_options ~= nil then
|
|
local sorted_o_list = yl_speak_up.get_sorted_options(active_dialog.d_options, "o_sort")
|
|
for _, sb_v in ipairs(sorted_o_list) do
|
|
anz_options = anz_options + 1
|
|
end
|
|
|
|
for i, s_o_id in ipairs(sorted_o_list) do
|
|
local sb_v = active_dialog.d_options[s_o_id]
|
|
local oid = minetest.formspec_escape(sb_v.o_id)
|
|
local res = {}
|
|
-- in edit_mode: show all options
|
|
if(edit_mode) then
|
|
res = yl_speak_up.get_fs_talkdialog_line_in_edit_mode(
|
|
formspec, h, pname_for_old_fs, oid, sb_v,
|
|
dialog, active_dialog, dialog_list, d_id_to_dropdown_index,
|
|
i, #sorted_o_list)
|
|
-- normal mode: show an option if the prerequirements (if any are defined) are met
|
|
elseif(not(edit_mode)) then
|
|
res = yl_speak_up.get_fs_talkdialog_line_in_normal_mode(
|
|
formspec, h, pname_for_old_fs, oid, sb_v,
|
|
dialog, allowed, pname)
|
|
end
|
|
formspec = res.formspec
|
|
h = res.h
|
|
end
|
|
end
|
|
|
|
-- with automatic selection from the start dialog, it is possible that the
|
|
-- real start dialog is never shown; thus, add those buttons which need to
|
|
-- be shown just once to all dialogs with is_a_start_dialog set
|
|
local is_a_start_dialog = (active_dialog and active_dialog.d_sort
|
|
and (tonumber(active_dialog.d_sort) == 0
|
|
or active_dialog.is_a_start_dialog))
|
|
-- add a "I want to give you something" button to the first dialog if the NPC accepts items
|
|
if(is_a_start_dialog) then
|
|
local offer_item_add_text = ""
|
|
if(edit_mode) then
|
|
offer_item_add_text = minetest.formspec_escape("[dialog d_got_item] -> ")
|
|
end
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"player_offers_item",
|
|
"If you want to give something (items) to this NPC\n"..
|
|
"- either because he requested it or as a present -\n"..
|
|
"click here. The NPC will return items he doesn't want.",
|
|
offer_item_add_text.."I want to give you something.",
|
|
-- show this in edit mode and when the NPC actually accepts items
|
|
(edit_mode or dialog.n_dialogs["d_got_item"]), nil, nil, pname_for_old_fs)
|
|
end
|
|
|
|
-- can the player edit this NPC?
|
|
local may_edit_npc = yl_speak_up.may_edit_npc(player, n_id)
|
|
-- for muting and for checking the owner/order, the luaentity is needed
|
|
local obj = yl_speak_up.speak_to[pname].obj
|
|
-- some precautions - someone else might have eliminated the NPC in the meantime
|
|
local luaentity = nil
|
|
if(obj) then
|
|
luaentity = obj:get_luaentity()
|
|
end
|
|
|
|
|
|
-- If in edit mode, add new menu entries: "add new options", "end edit mode" and what else is needed.
|
|
-- Else allow to enter edit mode
|
|
local res = yl_speak_up.get_fs_talkdialog_add_edit_buttons(
|
|
formspec, h, pname_for_old_fs, is_a_start_dialog,
|
|
active_dialog, luaentity, edit_mode, may_edit_npc, anz_options)
|
|
formspec = res.formspec
|
|
h = res.h
|
|
|
|
|
|
-- add a Let's trade button to the first dialog if the NPC has trades
|
|
local has_trades = nil
|
|
if(is_a_start_dialog and dialog.trades) then
|
|
for k, v in pairs(dialog.trades) do
|
|
-- has the NPC any *public* trades that are not effects/results?
|
|
if(not(v.hide) and not(v.d_id)) then
|
|
has_trades = true
|
|
break
|
|
end
|
|
end
|
|
end
|
|
if(has_trades) then
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"show_trade_list",
|
|
"Show a list of trades the NPC has to offer.",
|
|
"Let's trade!",
|
|
(has_trades), nil, nil, pname_for_old_fs)
|
|
|
|
elseif(is_a_start_dialog and may_edit_npc) then
|
|
-- show the "show your inventory"-button even when not in edit mode
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"show_inventory",
|
|
"Access and manage the inventory of the NPC. This is used for adding trade "..
|
|
"items, getting collected payments and managing quest items.",
|
|
"Show your inventory (only accessible to owner)!",
|
|
true, nil, nil, pname_for_old_fs)
|
|
end
|
|
|
|
-- mobs_redo based NPC can follow, stand or wander around
|
|
if(luaentity and luaentity.order and may_edit_npc
|
|
-- not all mobs need or support this feature
|
|
and table.indexof(yl_speak_up.emulate_orders_on_rightclick, luaentity.name) > -1) then
|
|
if(luaentity.order ~= "follow") then
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"order_follow",
|
|
"The NPC will follow you.",
|
|
"New order: Follow me!",
|
|
((luaentity.owner == pname) and (luaentity.order ~= "follow")),
|
|
"New order: Follow me. (Only available for owner).",
|
|
nil, pname_for_old_fs)
|
|
end
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"order_stand",
|
|
"The NPC will wait here.",
|
|
"New order: Stand here.",
|
|
(luaentity.order ~= "stand"), nil, nil, pname_for_old_fs)
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"order_wander",
|
|
"The NPC will wander around randomly.",
|
|
"New order: Wander around a bit on your own.",
|
|
(luaentity.order ~= "walking"), nil, nil, pname_for_old_fs)
|
|
end
|
|
|
|
-- some mobs may need additional things in on_rightclick (i.e. beeing picked up)
|
|
if(luaentity and may_edit_npc
|
|
and yl_speak_up.add_on_rightclick_entry[luaentity.name]) then
|
|
local m = yl_speak_up.add_on_rightclick_entry[luaentity.name]
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"order_custom",
|
|
minetest.formspec_escape(m.text_if_false),
|
|
minetest.formspec_escape(m.text_if_true),
|
|
(m.condition), nil, nil, pname_for_old_fs)
|
|
end
|
|
|
|
-- we are finished with adding buttons to the bottom of the formspec
|
|
local bottom_window_fs = table.concat(formspec, "\n")
|
|
|
|
return yl_speak_up.show_fs_decorated(pname, edit_mode, h, alternate_text,
|
|
left_window_fs, bottom_window_fs,
|
|
active_dialog, h)
|
|
end
|