571 lines
20 KiB
Lua
571 lines
20 KiB
Lua
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-- some helper lists for creating the formspecs and evaulating
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-- the player's answers
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-- general direction of what a prerequirement may be about
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local check_what = {
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"- please select -",
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"an internal state (i.e. of a quest)", -- 2
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"a block somewhere", -- 3
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"a trade", -- 4
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"the inventory of the player", -- 5
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"the inventory of the NPC", -- 6
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}
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-- how to store these as p_type in the precondition:
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local values_what = {"", "state", "block", "trade", "player_inv", "npc_inv"}
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-- options for "a trade"
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local check_trade = {
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"- please select -",
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"The NPC has the item(s) he wants to sell in his inventory.", -- 2
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"The player has the item(s) needed to pay the price.", -- 3
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"The NPC ran out of stock.", -- 4
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"The player cannot afford the price.", -- 5
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}
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-- how to store these as p_value:
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local values_trade = {"", "npc_can_sell", "player_can_buy", "npc_is_out_of_stock", "player_has_not_enough"}
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-- options for "the inventory of " (either player or NPC; perhaps blocks later on)
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local check_inv = {
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"- please select -",
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"The inventory contains the following item:",
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"The inventory *does not* contain the following item:",
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"There is room for the following item in the inventory:",
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"The inventory is empty.",
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}
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-- how to store these as p_value (the actual itemstack gets stored as p_itemstack):
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local values_inv = {"", "inv_contains", "inv_does_not_contain", "has_room_for", "inv_is_empty"}
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local check_block = {
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"- please select -",
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"The block is as it is now.",
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"There shall be air instead of this block.",
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"The block is diffrent from how it is now.",
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"I can't punch it. The block is as the block *above* the one I punched.",
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}
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-- how to store these as p_value (the actual node data gets stored as p_node, p_param2 and p_pos):
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-- Note: "node_is_like" occours twice because it is used to cover blocks that
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-- cannot be punched as well as normal blocks.
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local values_block = {"", "node_is_like", "node_is_air", "node_is_diffrent_from", "node_is_like"}
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-- comparison operators for variables
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local check_operator = {
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"- please select -", -- 1
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"== (is equal)", -- 2
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"~= (is not equal)", -- 3
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">= (is greater or equal)", -- 4
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"> (is greater)", -- 5
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"<= (is smaller or equal)", -- 6
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"< (is smaller)", -- 7
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"not (logically invert)", -- 8
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"is_set (has a value)", -- 9
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"is_unset (has no value)" -- 10
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}
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-- how to store these as p_value (the actual variable is stored in p_variable, and the value in p_cmp_value):
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local values_operator = {"", "==", "~=", ">=", ">", "<=", "<", "not", "is_set", "is_unset"}
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-- some internal ones...
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local check_variable = {
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"- please select -",
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"(internal) hour of ingame day",
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"(internal) player's health points",
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}
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-- TODO: check inscription of a sign?
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-- TODO: invlist as dropdown of inventory lists at detected position
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-- TODO: variable as dropdown of allowed variables
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-- which diffrent types of preconditions are available?
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-- possible variables:
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-- item an inventory item or block (check if it exists)
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-- -> needs to be a minetest.registered_item[ item ]
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-- text some text
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-- pos a position in the world (not too far from the NPC)
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-- -> determined by punching
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-- variable name of a variable
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--
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-- TODO: may all boil down to automaticly setting some lua code?
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-- -> better write a function for each one that can be called when needed
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-- returns a human-readable text as description of the precondition
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-- (as shown in the edit options dialog and in the edit precondition formspec)
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yl_speak_up.show_precondition = function(p)
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if(p.p_type == "state") then
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if(p.p_operator == "not") then
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return "not( "..tostring(p.p_variable).." )"
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elseif(p.p_operator == "is_set") then
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return tostring(p.p_variable).." ~= nil (is_set)"
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elseif(p.p_operator == "is_unset") then
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return tostring(p.p_variable).." == nil (is_unset)"
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end
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return tostring(p.p_variable).." "..tostring(p.p_operator).." "..
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tostring(p.p_var_cmp_value)
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elseif(p.p_type == "block") then
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if(not(p.p_pos) or type(p.p_pos) ~= "table"
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or not(p.p_pos.x) or not(p.p_pos.y) or not(p.p_pos.z)) then
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return "ERROR: p.p_pos is "..minetest.serialize(p.p_pos)
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elseif(p.p_value == "node_is_like") then
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return "The block at "..minetest.pos_to_string(p.p_pos).." is \""..
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tostring(p.p_node).."\" with param2: "..tostring(p.p_param2).."."
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elseif(p.p_value == "node_is_air") then
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return "There is no block at "..minetest.pos_to_string(p.p_pos).."."
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elseif(p.p_value == "node_is_diffrent_from") then
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return "There is another block than \""..tostring(p.p_node).."\" at "..
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minetest.pos_to_string(p.p_pos)..", or it is at least "..
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"rotated diffrently (param2 is not "..tostring(p.p_param2)..")."
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end
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elseif(p.p_type == "trade") then
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local nr = table.indexof(values_trade, p.p_value)
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if(nr and check_trade[ nr ]) then
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return check_trade[ nr ]
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end
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elseif(p.p_type == "player_inv" or p.p_type == "npc_inv") then
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local who = "The player"
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if(p.p_type == "npc_inv") then
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who = "The NPC"
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end
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if(p.p_value == "inv_contains") then
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return who.." has \""..tostring(p.p_itemstack).."\" in his inventory."
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elseif(p.p_value == "inv_does_not_contain") then
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return who.." does not have \""..tostring(p.p_itemstack).."\" in his inventory."
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elseif(p.p_value == "has_room_for") then
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return who.." has room for \""..tostring(p.p_itemstack).."\" in his inventory."
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elseif(p.p_value == "inv_is_empty") then
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return who.." has an empty inventory."
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end
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end
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-- fallback
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return tostring(p.p_value)
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end
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yl_speak_up.input_fs_edit_preconditions = function(player, formname, fields)
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if(not(player)) 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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-- what are we talking about?
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local n_id = yl_speak_up.speak_to[pname].n_id
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local d_id = yl_speak_up.speak_to[pname].d_id
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local o_id = yl_speak_up.speak_to[pname].o_id
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local p_id = yl_speak_up.speak_to[pname].p_id
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-- this only works in edit mode
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if(not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id) then
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return
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end
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-- TODO: make delete work
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if(fields.select_block_pos) then
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minetest.chat_send_player(pname,
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"Please punch the block you want to check in your precondition!")
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-- this formspec expects the block punch:
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yl_speak_up.speak_to[pname].expect_block_punch = "edit_preconditions"
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return
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end
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-- field inputs: those do not trigger a sending of the formspec on their own
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-- are we talking about an inventory?
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local data = yl_speak_up.speak_to[pname].tmp_prereq
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if(fields.inv_stack_name and fields.inv_stack_name ~= ""
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and data and data.what and data.what >= 5 and data.what <= 6) then
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local parts = fields.inv_stack_name:split(" ")
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local size = 1
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if(parts and #parts > 1) then
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size = tonumber(parts[2])
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if(not(size) or size < 1) then
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size = 1
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end
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end
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-- does the item exist?
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if(minetest.registered_items[ parts[1] ]) then
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data.inv_stack_name = parts[1].." "..tostring(size)
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else
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-- show error message
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yl_speak_up.show_fs(player, "msg", {
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input_to = "yl_speak_up:edit_preconditions",
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formspec = "size[8,2]"..
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"label[0.2,0.5;Error: \""..
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minetest.formspec_escape(fields.inv_stack_name)..
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"\" is not a valid item(stack).]"..
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"button[1.5,1.5;2,0.9;back_from_error_msg;Back]"})
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return
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end
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-- comparison value for a variable
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elseif(fields.var_cmp_value
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and data and data.what and data.what >= 5 and data.what <= 6) then
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data.var_cmp_value = fields.var_cmp_value
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end
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-- the save button was pressed
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if(fields.save_prereq and data and data.what and values_what[ data.what ]) then
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-- for creating the new prerequirement; normal elements: p_type, p_value, p_id
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local pq = {}
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-- determine p_type
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pq.p_type = values_what[ data.what ]
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local dialog = yl_speak_up.speak_to[pname].dialog
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if(not(dialog) or not(dialog.n_dialogs)
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or not(dialog.n_dialogs[d_id])
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or not(dialog.n_dialogs[d_id].d_options)
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or not(dialog.n_dialogs[d_id].d_options[o_id])) then
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-- this really should not happen during the normal course of operation
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-- (only if the player sends forged formspec data or a bug occoured)
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minetest.chat_send_player(pname, "Dialog or option does not exist.")
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return
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end
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local prereq = dialog.n_dialogs[d_id].d_options[o_id].o_prerequisites
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-- set p_id appropriately
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if(not(p_id) or p_id == "new") then
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p_id = "p_"..yl_speak_up.find_next_id(prereq)
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if(not(prereq)) then
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dialog.n_dialogs[d_id].d_options[o_id].o_prerequisites = {}
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prereq = dialog.n_dialogs[d_id].d_options[o_id].o_prerequisites
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end
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end
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pq.p_id = p_id
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-- "an internal state (i.e. of a quest)", -- 2
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if(data.what == 2) then
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pq.p_value = values_operator[ data.operator ]
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pq.p_var_cmp_value = (data.var_cmp_value or "")
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-- TODO: p_variable
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-- "a block somewhere", -- 3
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elseif(data.what == 3) then
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pq.p_value = values_block[ data.block ]
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if(not(data.block_pos) or not(data.node_data) or not(data.node_data.name)) then
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yl_speak_up.show_fs(player, "msg", {
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input_to = "yl_speak_up:edit_preconditions",
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formspec = "size[8,2]"..
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"label[0.2,0.5;Error: Please select a block first!]"..
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"button[1.5,1.5;2,0.9;back_from_error_msg;Back]"})
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return
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end
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-- for "node_is_air", there is no need to store node name and parameter
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if(pq.p_value
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and (pq.p_value == "node_is_like"
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or pq.p_value == "node_is_diffrent_from")) then
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pq.p_node = data.node_data.name
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pq.p_param2 = data.node_data.param2
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end
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-- we also need to store the position of the node
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pq.p_pos = {x = data.block_pos.x, y = data.block_pos.y, z = data.block_pos.z }
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-- "I can't punch it. The block is as the block *above* the one I punched.",
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if(data.block == 5) then
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pq.p_pos.y = pq.p_pos.y + 1
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end
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-- "a trade", -- 4
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elseif(data.what == 4) then
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-- this depends on the trade associated with that option; therefore,
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-- it does not need any more parameters (they come dynamicly from the
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-- trade)
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pq.p_value = values_trade[ data.trade ]
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-- "the inventory of the player", -- 5
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-- "the inventory of the NPC", -- 6
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elseif(data.what == 5 or data.what == 6) then
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pq.p_value = values_inv[ data.inv ]
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if(pq.p_value and pq.p_value ~= "inv_is_empty") then
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-- we have checked this value earlier on
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pq[ "p_itemstack" ] = data.inv_stack_name
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end
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end
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-- only save if something was actually selected
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if(pq.p_value) then
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-- store the change in the dialog
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dialog.n_dialogs[d_id].d_options[o_id].o_prerequisites[ p_id ] = pq
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-- clear up data
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yl_speak_up.speak_to[pname].p_id = nil
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yl_speak_up.speak_to[pname].tmp_prereq = nil
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-- record this as a change, but do not save do disk yet
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table.insert(yl_speak_up.npc_was_changed[ n_id ],
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"Dialog "..tostring(d_id)..": ".."Pre(C)ondition "..tostring(p_id)..
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" added/changed for option "..tostring(o_id)..".")
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-- TODO: when trying to save: save to disk as well?
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-- show the new/changed precondition
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yl_speak_up.show_fs(player, "edit_preconditions", p_id)
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return
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end
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end
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-- selections in a dropdown menu (they trigger sending the formspec)
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-- select a general direction/type first
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if(fields.select_what) then
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local nr = table.indexof(check_what, fields.select_what)
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yl_speak_up.speak_to[pname].tmp_prereq = { what = nr }
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-- select a subtype for the "a trade" selection
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elseif(fields.select_trade) then
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local nr = table.indexof(check_trade, fields.select_trade)
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yl_speak_up.speak_to[pname].tmp_prereq.trade = nr
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-- select a subtype for the inventory selection (player or NPC)
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elseif(fields.select_inv) then
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local nr = table.indexof(check_inv, fields.select_inv)
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yl_speak_up.speak_to[pname].tmp_prereq.inv = nr
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-- select data regarding a block
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elseif(fields.select_block) then
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local nr = table.indexof(check_block, fields.select_block)
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yl_speak_up.speak_to[pname].tmp_prereq.block = nr
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-- select data regarding a variable
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elseif(fields.select_variable) then
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-- TODO: this needs to include player-specific variables
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local nr = table.indexof(check_variable, fields.select_variable)
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yl_speak_up.speak_to[pname].tmp_prereq.variable = nr
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-- select data regarding an operator
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elseif(fields.select_operator) then
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local nr = table.indexof(check_operator, fields.select_operator)
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yl_speak_up.speak_to[pname].tmp_prereq.operator = nr
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end
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-- the player wants to change/edit a precondition
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if(not(fields.back)
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and (fields.change_prereq or fields.select_what or fields.select_trade
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or fields.select_inv or fields.select_block
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or fields.select_variable or fields.select_operator
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or fields.back_from_error_msg)) then
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yl_speak_up.show_fs(player, "edit_preconditions")
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return
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end
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-- go back to the edit option dialog
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yl_speak_up.show_fs(player, "edit_option_dialog",
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{n_id = n_id, d_id = d_id, o_id = o_id, caller="edit_precondition"})
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end
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yl_speak_up.get_fs_edit_preconditions = function(player, table_click_result)
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if(not(player)) 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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-- what are we talking about?
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local n_id = yl_speak_up.speak_to[pname].n_id
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local d_id = yl_speak_up.speak_to[pname].d_id
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local o_id = yl_speak_up.speak_to[pname].o_id
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local p_id = yl_speak_up.speak_to[pname].p_id
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-- this only works in edit mode
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if(not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id) then
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return "size[1,1]label[0,0;You cannot edit this NPC.]"
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end
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local dialog = yl_speak_up.speak_to[pname].dialog
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if(not(dialog) or not(dialog.n_dialogs)
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or not(dialog.n_dialogs[d_id])
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or not(dialog.n_dialogs[d_id].d_options)
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or not(dialog.n_dialogs[d_id].d_options[o_id])) then
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return "size[4,1]label[0,0;Dialog option does not exist.]"
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end
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local prereq = dialog.n_dialogs[d_id].d_options[o_id].o_prerequisites
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if(not(prereq)) then
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prereq = {}
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end
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-- did we arrive here through clicking on a prereq in the dialog edit options menu?
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if(table_click_result or prereq[ table_click_result ]) then
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if(not(prereq[ table_click_result ])) then
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-- which precondition has the player selected?
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local sorted_key_list = yl_speak_up.sort_keys(prereq)
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local selected = minetest.explode_table_event(table_click_result)
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-- use "new" if nothing fits
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p_id = "new"
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if((selected.type == "CHG" or selected.type == "DLC")
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and selected.row <= #sorted_key_list) then
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p_id = sorted_key_list[ selected.row ]
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end
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if( p_id == "new" and #sorted_key_list >= yl_speak_up.max_prerequirements) then
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return "size[9,1.5]"..
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"label[0.2,0.0;There are only up to "..
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minetest.formspec_escape(yl_speak_up.max_prerequirements)..
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" pre(C)onditions allowed per dialog option.]"..
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"button[2.0,0.8;1.0,0.9;back;Back]"
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end
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else
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-- allow to directly specify a p_id to show
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p_id = table_click_result
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end
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-- store which prereq we are talking about
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yl_speak_up.speak_to[pname].p_id = p_id
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-- display the selected prereq
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if(p_id ~= "new") then
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return "formspec_version[3]"..
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"size[20,3]"..
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"bgcolor[#00000000;false]"..
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"label[0.2,0.5;Selected pre(C)ondition:]"..
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"tablecolumns[text;color,span=1;text;text]"..
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"table[0.2,0.8;19.6,0.7;table_of_preconditions;"..
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minetest.formspec_escape(prereq[ p_id ].p_id)..",#FFFF00,"..
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minetest.formspec_escape(prereq[ p_id ].p_type)..","..
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minetest.formspec_escape(
|
|
yl_speak_up.show_precondition(prereq[ p_id ]))..";0]"..
|
|
"button[2.0,1.8;1.5,0.9;delete_prereq;Delete]"..
|
|
"button[4.0,1.8;1.5,0.9;change_prereq;Change]"..
|
|
"button[6.0,1.8;1,0.9;back;Back]"
|
|
end
|
|
end
|
|
|
|
-- did the player get here through punching a block in the meantime?
|
|
local block_pos = yl_speak_up.speak_to[pname].block_punched
|
|
yl_speak_up.speak_to[pname].block_punched = nil
|
|
|
|
local data = yl_speak_up.speak_to[pname].tmp_prereq
|
|
if(not(data) or not(data.what)) then
|
|
data = { what = 1}
|
|
end
|
|
-- fallback
|
|
if(not(p_id)) then
|
|
p_id = "new"
|
|
end
|
|
local save_button = "button[5.0,9.0;1,0.7;save_prereq;Save]"
|
|
local formspec =
|
|
"formspec_version[3]"..
|
|
"size[20,10]"..
|
|
"label[5,0.5;Edit pre(C)ondition \""..minetest.formspec_escape(p_id).."\"]"..
|
|
"label[0.2,1.5;What do you want to check in this precondition?]"..
|
|
"label[0.2,2.0;Something regarding...]"..
|
|
"dropdown[4.0,1.8;14.0,0.6;select_what;"..
|
|
table.concat(check_what, ",")..";"..
|
|
tostring(data.what)..";]"..
|
|
"button[3.0,9.0;1,0.7;back;Abort]"
|
|
|
|
-- "an internal state (i.e. of a quest)", -- 2
|
|
if(data.what and data.what == 2) then
|
|
if(not(data.variable) or data.variable == 1) then
|
|
data.variable = 1
|
|
-- not enough selected yet for saving
|
|
save_button = ""
|
|
elseif(not(data.operator) or data.operator == 1) then
|
|
data.operator = 1
|
|
save_button = ""
|
|
end
|
|
local field_for_value = "field[11.2,4.8;7.0,0.6;var_cmp_value;;"..
|
|
minetest.formspec_escape(data.var_cmp_value or "- enter value -").."]"
|
|
-- do not show value input field for unary operators
|
|
if(not(data.operator) or data.operator == 1 or data.operator >= 8) then
|
|
field_for_value = "label[11.2,5.1;- not used for this operator -]"
|
|
end
|
|
-- TODO: the list of available variables needs to be extended
|
|
-- with the ones the player has read access to
|
|
formspec = formspec..
|
|
"label[0.2,3.3;The following expression shall be true:]"..
|
|
"label[0.2,4.3;Name of variable:]"..
|
|
"dropdown[0.2,4.8;6.5,0.6;select_variable;"..
|
|
table.concat(check_variable, ",")..";"..
|
|
tostring(data.variable)..";]"..
|
|
"label[7.0,4.3;Operator:]"..
|
|
"dropdown[7.0,4.8;4.0,0.6;select_operator;"..
|
|
table.concat(check_operator, ",")..";"..
|
|
tostring(data.operator)..";]"..
|
|
"label[11.2,4.3;Value to compare with:]"..
|
|
field_for_value
|
|
|
|
-- "a trade", -- 4
|
|
elseif(data.what and data.what == 4) then
|
|
if(not(data.trade) or data.trade == 1) then
|
|
data.trade = 1
|
|
-- not enough selected yet for saving
|
|
save_button = ""
|
|
end
|
|
formspec = formspec..
|
|
"label[0.2,3.3;If the action is a trade, the following shall be true:]"..
|
|
"dropdown[4.0,3.5;16.0,0.6;select_trade;"..
|
|
table.concat(check_trade, ",")..";"..
|
|
tostring(data.trade)..";]"
|
|
|
|
-- "the inventory of the player", -- 5
|
|
-- "the inventory of the NPC", -- 6
|
|
elseif(data.what and data.what >= 5 and data.what <= 6) then
|
|
if(not(data.inv) or data.inv == 1) then
|
|
data.inv = 1
|
|
-- not enough selected yet for saving
|
|
save_button = ""
|
|
end
|
|
formspec = formspec..
|
|
"label[0.2,3.3;The following shall be true about the inventory:]"..
|
|
"dropdown[4.0,3.5;16.0,0.6;select_inv;"..
|
|
table.concat(check_inv, ",")..";"..
|
|
tostring(data.inv)..";]"..
|
|
"label[0.2,4.5;Name of the item(stack):]"..
|
|
"field[4.0,4.3;16.0,0.6;inv_stack_name;;"..(data.inv_stack_name or "").."]"..
|
|
"tooltip[inv_stack_name;Enter name of the block and amount.\n"..
|
|
"Example: \"default:apple 3\" for three apples,\n"..
|
|
" \"farming:bread\" for a bread.]"
|
|
|
|
-- "a block somewhere", -- 3
|
|
elseif(data.what and data.what == 3) then
|
|
local block_pos_str = "- none set -"
|
|
local node = {name = "- unknown -", param2 = "- unkown -"}
|
|
if(not(block_pos) and data and data.block_pos) then
|
|
block_pos = data.block_pos
|
|
end
|
|
if(block_pos) then
|
|
-- store for later usage
|
|
data.block_pos = block_pos
|
|
tmp_pos = {x=block_pos.x, y=block_pos.y, z=block_pos.z}
|
|
-- "I can't punch it. The block is as the block *above* the one I punched.",
|
|
if(data.block and data.block == 5) then
|
|
tmp_pos.y = block_pos.y + 1
|
|
end
|
|
block_pos_str = minetest.pos_to_string(tmp_pos)
|
|
node = minetest.get_node_or_nil(tmp_pos)
|
|
if(not(node)) then
|
|
node = {name = "- unknown -", param2 = "- unkown -"}
|
|
end
|
|
-- "There shall be air instead of this block.",
|
|
if(data.block and data.block == 3) then
|
|
node = {name = "air", param2 = 0}
|
|
end
|
|
-- cache that (in case a sapling grows or someone else changes it)
|
|
data.node_data = node
|
|
end
|
|
if(node.name == "- unknown -") then
|
|
save_button = ""
|
|
end
|
|
if(not(data.block) or data.block == 1) then
|
|
data.block = 1
|
|
-- not enough selected yet for saving
|
|
save_button = ""
|
|
end
|
|
formspec = formspec..
|
|
"label[0.2,3.3;The following shall be true about the block:]"..
|
|
"dropdown[4.0,3.5;16.0,0.6;select_block;"..
|
|
table.concat(check_block, ",")..";"..
|
|
tostring(data.block)..";]"..
|
|
"label[0.2,4.8;Position of the block:]"..
|
|
"label[4.0,4.8;"..minetest.formspec_escape(block_pos_str).."]"..
|
|
"label[0.2,5.8;Name of block:]"..
|
|
"label[4.0,5.8;"..minetest.formspec_escape(node.name).."]"..
|
|
"label[0.2,6.8;Orientation (param2):]"..
|
|
"label[4.0,6.8;"..minetest.formspec_escape(node.param2).."]"..
|
|
"button_exit[10.0,5.5;4.0,0.7;select_block_pos;Set position of block]"..
|
|
"tooltip[select_block_pos;Click on this button to select a block.\n"..
|
|
"This menu will close and you will be asked to punch\n"..
|
|
"the block at the position you want to check.\n"..
|
|
"After punching it, you will be returned to this menu.]"
|
|
end
|
|
|
|
return formspec..save_button
|
|
end
|