276 lines
10 KiB
Lua
276 lines
10 KiB
Lua
-- set name, description and owner of the NPC
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-- (owner can only be set if the player has the npc_talk_master
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-- priv - not with npc_talk_owner priv alone)
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yl_speak_up.input_fs_initial_config = function(player, formname, fields)
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local pname = player:get_player_name()
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local n_id = yl_speak_up.speak_to[pname].n_id
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if(fields.back_from_error_msg) then
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-- no point in showing the formspec or error message again if we did so already
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if(not(yl_speak_up.may_edit_npc(player, n_id))) then
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return
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end
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-- show this formspec again
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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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if(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((not(fields.save_initial_config)
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and not(fields.show_nametag)
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) or (fields and fields.exit)) then
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local dialog = yl_speak_up.speak_to[pname].dialog
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-- unconfigured NPC
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if(fields and fields.exit and not(dialog) or not(dialog.n_dialogs)) then
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minetest.chat_send_player(pname, "Aborting initial configuration.")
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return
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end
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-- else we can quit here
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return
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end
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local error_msg = nil
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-- remove leading and tailing spaces from the potential new NPC name in order to avoid
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-- confusing names where a player's name (or that of another NPC) is beginning/ending
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-- with blanks
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if(fields.n_npc) then
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fields.n_npc = fields.n_npc:match("^%s*(.-)%s*$")
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end
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local dialog = yl_speak_up.speak_to[pname].dialog
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-- the player is trying to save the initial configuration
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-- is the player allowed to initialize this npc?
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if(not(yl_speak_up.may_edit_npc(player, n_id))) then
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error_msg = "You are not allowed to edit this NPC."
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elseif(not(fields.n_npc) or string.len(fields.n_npc) < 2) then
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error_msg = "The name of your NPC needs to be\nat least two characters long."
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elseif(minetest.check_player_privs(fields.n_npc, {interact=true})
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and not(minetest.check_player_privs(player, {npc_talk_master=true}))
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and not(minetest.check_player_privs(player, {npc_talk_admin=true}))) then
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error_msg = "You cannot name your NPC after an existing player.\n"..
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"Only those with the npc_talk_admin priv can do so."
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elseif(not(fields.n_description) or string.len(fields.n_description) < 2) then
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error_msg = "Please provide a description of your NPC!"
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-- sensible length limit
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elseif(string.len(fields.n_npc)>40 or string.len(fields.n_description)>40) then
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error_msg = "The name and description of your NPC\ncannot be longer than 40 characters."
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-- want to change the owner?
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elseif(fields.n_owner and fields.n_owner ~= yl_speak_up.npc_owner[ n_id ]) then
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if( not(minetest.check_player_privs(player, {npc_talk_master=true}))) then
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error_msg = "You need the \"npc_talk_master\" priv\nin order to change the owner."
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elseif(not(minetest.check_player_privs(fields.n_owner, {npc_talk_owner=true}))) then
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error_msg = "The NPC can only be owned by players that\n"..
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"have the \"npc_talk_owner\" priv. Else the\n"..
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"new owner could not edit his own NPC."
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end
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end
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if(error_msg) then
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yl_speak_up.show_fs(player, "msg", { input_to = "yl_speak_up:initial_config",
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formspec = "size[6,2]"..
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"label[0.2,0.0;"..tostring(error_msg).."]"..
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"button[2,1.5;1,0.9;back_from_error_msg;Back]"})
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return
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end
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-- warn players with npc_talk_master priv if the name of an npc is used by a player already
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if(minetest.check_player_privs(fields.n_npc, {interact=true})) then
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minetest.chat_send_player(pname, "WARNING: A player named \'"..tostring(fields.n_npc)..
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"\' exists. This NPC got assigned the same name!")
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end
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local d_id = yl_speak_up.speak_to[pname].d_id
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local count = 0
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if(dialog and dialog.n_dialogs) then
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for k,v in pairs(dialog.n_dialogs) do
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if(k and k ~= "d_dynamic") then
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count = count + 1
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end
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end
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end
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-- we checked earlier if the player doing this change and the
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-- player getting the NPC have appropriate privs
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if(fields.n_owner ~= yl_speak_up.npc_owner[ n_id ]) then
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yl_speak_up.log_change(pname, n_id,
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"Owner changed from "..tostring(yl_speak_up.npc_owner[ n_id ])..
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" to "..tostring(fields.n_owner).." for "..
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"NPC name: \""..tostring(fields.n_npc))
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-- the owner will actually be changed further down, at the end of this function
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yl_speak_up.npc_owner[ n_id ] = fields.n_owner
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end
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-- give the NPC its first dialog
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if(not(dialog) or count==0) then
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-- TODO: pname == yl_speak_up.npc_owner[ n_id ] required
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-- initialize the NPC with first dialog, name, description and owner:
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yl_speak_up.initialize_npc_dialog_once(pname, nil, n_id, fields.n_npc, fields.n_description)
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-- just change name and description
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elseif((fields.n_npc and fields.n_npc ~= "")
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or (fields.n_description and fields.n_description ~= "")) then
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dialog = yl_speak_up.speak_to[pname].dialog
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if(dialog.n_npc ~= fields.n_npc
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or dialog.n_description ~= fields.n_description) then
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dialog.n_npc = fields.n_npc
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dialog.n_description = fields.n_description
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yl_speak_up.save_dialog(n_id, dialog)
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yl_speak_up.log_change(pname, n_id,
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"Name and/or description changed. "..
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"NPC name: \""..tostring(fields.n_npc)..
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"\" Description: \""..tostring(fields.n_description)..
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"\" May be edited by: \""..
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table.concat(yl_speak_up.sort_keys(dialog.n_may_edit, true), " ").."\".")
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end
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end
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dialog = yl_speak_up.speak_to[pname].dialog
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-- show nametag etc.
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if yl_speak_up.speak_to[pname].obj then
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local obj = yl_speak_up.speak_to[pname].obj
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local ent = obj:get_luaentity()
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if ent ~= nil then
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if(fields.show_nametag) then
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local new_nametag_state = "- UNDEFINED -"
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if(fields.show_nametag == "false") then
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ent.yl_speak_up.hide_nametag = true
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dialog.hide_nametag = true
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new_nametag_state = "HIDE"
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-- update_nametag else will only work on reload
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obj:set_nametag_attributes({text=""})
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elseif(fields.show_nametag == "true") then
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ent.yl_speak_up.hide_nametag = nil
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dialog.hide_nametag = nil
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new_nametag_state = "SHOW"
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end
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yl_speak_up.save_dialog(n_id, dialog)
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yl_speak_up.log_change(pname, n_id,
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tostring(new_nametag_state).." nametag.")
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minetest.chat_send_player(pname,
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tostring(dialog.n_npc)..": I will "..
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tostring(new_nametag_state).." my nametag.")
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end
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ent.yl_speak_up.npc_name = dialog.n_npc
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ent.yl_speak_up.npc_description = dialog.n_description
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ent.owner = yl_speak_up.npc_owner[ n_id ] or dialog.npc_owner
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local i_text = dialog.n_npc .. "\n" ..
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dialog.n_description .. "\n" ..
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yl_speak_up.infotext
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obj:set_properties({infotext = i_text})
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yl_speak_up.update_nametag(ent)
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end
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end
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if(not(fields.save_initial_config)) then
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yl_speak_up.show_fs(player, "initial_config",
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{n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, false})
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return
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end
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if((fields.add_may_edit and fields.add_may_edit ~= "")
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or (fields.delete_may_edit and fields.delete_may_edit ~= "")) then
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-- show this formspec again
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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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else
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-- actually start a chat with our new npc
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yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id})
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end
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end
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-- initialize the npc without having to use a staff;
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-- returns true when initialization possible
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-- the entries from add_formspec are added to the output
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yl_speak_up.get_fs_initial_config = function(player, n_id, d_id, is_initial_config, add_formspec)
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local pname = player:get_player_name()
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-- is the player allowed to edit this npc?
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if(not(yl_speak_up.may_edit_npc(player, n_id))) then
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return "size[6,2]"..
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"label[0.2,0.0;Sorry. You are not authorized\nto edit this NPC.]"..
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"button_exit[2,1.5;1,0.9;back_from_error_msg;Exit]"
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end
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local tmp_show_nametag = "true"
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local tmp_name = n_id
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local tmp_descr = "A new NPC without description"
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local tmp_text = "Please provide your new NPC with a name and description!"
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local tmp_owner = (yl_speak_up.npc_owner[ n_id ] or "- none -")
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-- use existing name and description as presets when just editing
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if(not(is_initial_config)) then
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local dialog = yl_speak_up.speak_to[pname].dialog
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tmp_show_nametag = not(dialog.hide_nametag)
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tmp_name = (dialog.n_npc or tmp_name)
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tmp_descr = (dialog.n_description or tmp_descr)
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tmp_text = "You can change the name and description of your NPC."
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end
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local formspec = {"size[11,8.0]",
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"label[0.2,0.5;",
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tmp_text,
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"]",
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"button[9.0,0.2;1.8,0.9;button_export_dialog;Export]",
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"tooltip[button_export_dialog;"..
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"Export: Show the dialog in .json format which you can"..
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"\n\tcopy and store on your computer.]",
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-- name of the npc
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"checkbox[2.2,0.9;show_nametag;;",
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tostring(tmp_show_nametag),
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"]",
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"label[2.7,0.9;Show nametag]",
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"label[0.2,1.65;Name:]",
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"field[2.2,1.2;4,0.9;n_npc;;",
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minetest.formspec_escape(tmp_name),
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"]",
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"label[7.0,1.65;NPC ID: ",
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minetest.colorize("#FFFF00",tostring(n_id)),
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"]",
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"tooltip[n_npc;n_npc: The name of the NPC;#FFFFFF;#000000]",
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-- description of the npc
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"label[0.2,2.65;Description:]",
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"field[2.2,2.2;8,0.9;n_description;;",
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minetest.formspec_escape(tmp_descr),
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"]",
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"tooltip[n_description;n_description: A description for the NPC;#FFFFFF;#000000]",
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-- the owner of the NPC
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"label[0.2,3.65;Owner:]",
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"field[2.2,3.2;8,0.9;n_owner;;",
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minetest.formspec_escape(tmp_owner),
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"]",
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"tooltip[n_owner;The owner of the NPC. This can only be changed\n"..
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"if you have the npc_talk_master priv.;#FFFFFF;#000000]",
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-- save and exit buttons
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"button[3.2,7.0;2,0.9;save_initial_config;Save]",
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"button_exit[5.4,7.0;2,0.9;exit;Exit]"
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}
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-- add some entries in edit mode
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if(add_formspec) then
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for _, v in ipairs(add_formspec) do
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table.insert(formspec, v)
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end
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elseif(not(is_initial_config)) then
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-- TODO: add import/export/show texture?
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end
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-- show the formspec to the player
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return table.concat(formspec, "")
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end
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yl_speak_up.get_fs_initial_config_wrapper = function(player, param)
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if(not(param)) then
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param = {}
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end
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return yl_speak_up.get_fs_initial_config(player, param.n_id, param.d_id, param.is_initial_config, nil)
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end
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yl_speak_up.register_fs("initial_config",
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yl_speak_up.input_fs_initial_config,
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yl_speak_up.get_fs_initial_config_wrapper,
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-- no special formspec required:
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nil
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)
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