1086 lines
		
	
	
		
			40 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			1086 lines
		
	
	
		
			40 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| 
 | |
| -- general helper functions
 | |
| -- TODO: not yet used
 | |
| yl_speak_up.count_table_elements = function(table)
 | |
| 	if(not(table) or type(table) ~= "table") then
 | |
| 		return -1
 | |
| 	end
 | |
| 	local c = 0
 | |
| 	for k, v in pairs(table) do
 | |
| 		c = c + 1
 | |
| 	end
 | |
| 	return c
 | |
| end
 | |
| 
 | |
| 
 | |
| -- just some handling of variables
 | |
| 
 | |
| -- TODO: mark some vars as "need to be saved" while others are less important (i.e. timestamps)
 | |
| 
 | |
| -- the keys are of the form:
 | |
| -- 	$ <blank> <player name> <blank> <variable name> (makes it easier to grant read access)
 | |
| -- the values are of the form:
 | |
| -- 	<current player name as key> : <value of variable for that player as value>
 | |
| yl_speak_up.player_vars = {}
 | |
| 
 | |
| -- store when player_vars was last saved to disc
 | |
| yl_speak_up.player_vars_last_save_time = 0
 | |
| 
 | |
| -- save the data to disc; either if force_save is set or enough time has passed
 | |
| yl_speak_up.save_quest_variables = function(force_save)
 | |
| 	if(not(force_save)
 | |
| 	  and (yl_speak_up.player_vars_last_save_time + yl_speak_up.player_vars_min_save_time >
 | |
| 	       math.floor(minetest.get_us_time()/1000000))) then
 | |
| 		return
 | |
| 	end
 | |
| 	local json = minetest.write_json( yl_speak_up.player_vars )
 | |
| 	-- actually store it on disk
 | |
| 	minetest.safe_file_write(yl_speak_up.worldpath..yl_speak_up.player_vars_save_file..".json", json)
 | |
| end
 | |
| 
 | |
| 
 | |
| yl_speak_up.handle_json_nil_values = function(data)
 | |
| 	if(data and type(data) == "table") then
 | |
| 		for k,v in pairs(data) do
 | |
| 			if(    type(v) == "string" and v == "$NIL_VALUE$") then
 | |
| 				data[ k ] = {}
 | |
| 			elseif(type(v) == "table") then
 | |
| 				data[ k ] = yl_speak_up.handle_json_nil_values(v)
 | |
| 			end
 | |
| 		end
 | |
| 	end
 | |
| 	return data
 | |
| end
 | |
| 
 | |
| 
 | |
| -- load the data from disc
 | |
| yl_speak_up.load_quest_variables = function()
 | |
| 	-- load the data from the file
 | |
| 	local file, err = io.open(yl_speak_up.worldpath..yl_speak_up.player_vars_save_file..".json", "r")
 | |
| 	if err then
 | |
| 		return
 | |
| 	end
 | |
| 	io.input(file)
 | |
| 	local text = io.read()
 | |
| 	-- all values saved in the tables as such are strings
 | |
| 	local data = minetest.parse_json(text, "$NIL_VALUE$")
 | |
| 	io.close(file)
 | |
| 
 | |
| 	if(type(data) ~= "table") then
 | |
| 		return
 | |
| 	end
 | |
| 	yl_speak_up.player_vars = yl_speak_up.handle_json_nil_values(data)
 | |
| 	if(not(yl_speak_up.player_vars.meta)) then
 | |
| 		yl_speak_up.player_vars["meta"] = {}
 | |
| 	end
 | |
| end
 | |
| -- do so when this file is parsed
 | |
| yl_speak_up.load_quest_variables()
 | |
| 
 | |
| 
 | |
| -- new variables have to be added somehow
 | |
| yl_speak_up.add_quest_variable = function(owner_name, variable_name)
 | |
| 	local k = "$ "..tostring(owner_name).." "..tostring(variable_name)
 | |
| 	if(not(owner_name) or not(variable_name)) then
 | |
| 		return false
 | |
| 	end
 | |
| 	-- create a new empty table;
 | |
| 	-- keys will be the names of players for which values are set
 | |
| 	yl_speak_up.player_vars[ k ] = {}
 | |
| 	-- a new variable was created - that deserves a forced save
 | |
| 	yl_speak_up.save_quest_variables(true)
 | |
| 	return true
 | |
| end
 | |
| 
 | |
| 
 | |
| -- time based variables are used for "Limit guessing:" and "Limit repeating:"; they ensure that
 | |
| -- options with actions cannot be repeated indefintely;
 | |
| -- returns false if the variable could not be created; else it returns the variable metadata
 | |
| yl_speak_up.add_time_based_variable = function(variable_name)
 | |
| 	if(not(yl_speak_up.player_vars[ variable_name ])) then
 | |
| 		yl_speak_up.player_vars[ variable_name ] = {}
 | |
| 		yl_speak_up.player_vars[ variable_name ][ "$META$" ] = {}
 | |
| 		yl_speak_up.player_vars[ variable_name ][ "$META$"][ "var_type" ] = "time_based"
 | |
| 		yl_speak_up.save_quest_variables(true)
 | |
| 		return yl_speak_up.player_vars[ variable_name ][ "$META$"]
 | |
| 	elseif(yl_speak_up.player_vars[ variable_name ]
 | |
| 	  and  yl_speak_up.player_vars[ variable_name ][ "$META$"]
 | |
| 	  and  type(yl_speak_up.player_vars[ variable_name ][ "$META$"]) == "table"
 | |
| 	  and  yl_speak_up.player_vars[ variable_name ][ "$META$"][ "var_type" ] == "time_based") then
 | |
| 		return yl_speak_up.player_vars[ variable_name ][ "$META$"]
 | |
| 	end
 | |
| 	return false
 | |
| end
 | |
| 
 | |
| 
 | |
| -- accidentally created or no longer needed variables need to be deleted somehow
 | |
| -- force_delete if set, the variable will be deleted no matter what; this is for
 | |
| --              manual maintenance and not used in this mod
 | |
| yl_speak_up.del_quest_variable = function(owner_name, variable_name, force_delete)
 | |
| 	if(not(owner_name) or not(variable_name)) then
 | |
| 		return " could not be deleted. Parameters mismatch."
 | |
| 	end
 | |
| 	local var_name = yl_speak_up.restore_complete_var_name(variable_name, owner_name)
 | |
| 	if(not(var_name) or not(yl_speak_up.player_vars[ var_name ])) then
 | |
| 		return text.." does not exist."
 | |
| 	end
 | |
| 	local text = "Variable \""..minetest.formspec_escape(var_name).."\""
 | |
| 	-- forcefully delete - even if the variable is still beeing used
 | |
| 	if(force_delete) then
 | |
| 		yl_speak_up.player_vars[ k ] = nil
 | |
| 		yl_speak_up.save_quest_variables(true)
 | |
| 		return text.." deleted by force."
 | |
| 	end
 | |
| 	-- check if the player really owns the variable: not that important because only unused
 | |
| 	-- variables can be deleted;
 | |
| 	-- check if the variable is used by an NPC
 | |
| 	local var_data = yl_speak_up.player_vars[ var_name ]
 | |
| 	local npc_users = yl_speak_up.get_variable_metadata(var_name, "used_by_npc")
 | |
| 	if(npc_users and #npc_users > 0) then
 | |
| 		return text.." could not be deleted.\nIt is used by "..tostring(#npc_users).." NPC."
 | |
| 	end
 | |
| 	-- check if the variable is used by a node position (for quests)
 | |
| 	local node_pos_users = yl_speak_up.get_variable_metadata(var_name, "used_by_node_pos")
 | |
| 	if(node_pos_users and #node_pos_users > 0) then
 | |
| 		return text.." could not be deleted.\nIt is used by "..tostring(#node_pos_users)..
 | |
| 				" node positions (quest)."
 | |
| 	end
 | |
| 	-- check if the variable has any values stored
 | |
| 	for k, v in pairs(var_data) do
 | |
| 		if(k and k ~= "$META$") then
 | |
| 			return text.." could not be deleted.\nIt contains at least one stored value."
 | |
| 		end
 | |
| 	end
 | |
| 	-- actually delete the variable
 | |
| 	yl_speak_up.player_vars[ var_name ] = nil
 | |
| 	-- a variable was deleted - that deserves a forced save
 | |
| 	yl_speak_up.save_quest_variables(true)
 | |
| 	return text.." deleted successfully."
 | |
| end
 | |
| 
 | |
| 
 | |
| -- set the value of a variable used by a player in an NPC;
 | |
| -- returns false if the variable cannot be set (i.e. does not exist)
 | |
| yl_speak_up.set_quest_variable_value = function(player_name, variable_name, new_value)
 | |
| 	-- the owner name is alrady encoded in the variable name
 | |
| 	local k = tostring(variable_name)
 | |
| 	if(not(variable_name) or not(player_name) or not(yl_speak_up.player_vars[ k ])) then
 | |
| 		return false
 | |
| 	end
 | |
| 	if(yl_speak_up.player_vars[ k ]["$META$"]
 | |
| 	  and yl_speak_up.player_vars[ k ]["$META$"][ "debug" ]
 | |
| 	  and type(yl_speak_up.player_vars[ k ]["$META$"][ "debug" ]) == "table") then
 | |
| 		for p, _ in pairs(yl_speak_up.player_vars[ k ]["$META$"][ "debug" ]) do
 | |
| 			minetest.chat_send_player(p, "[Variable "..
 | |
| 				minetest.colorize("#FFFF00", tostring(k))..
 | |
| 				", player "..
 | |
| 				minetest.colorize("#FFFF00", tostring(player_name))..
 | |
| 				"] old value: \""..
 | |
| 				minetest.colorize("#FFFF00",
 | |
| 					tostring(yl_speak_up.player_vars[ k ][ player_name ]))..
 | |
| 				"\" new value: \""..
 | |
| 				minetest.colorize("#FFFF00", tostring(new_value)).."\".")
 | |
| 		end
 | |
| 	end
 | |
| 	if(new_value ~= nil) then
 | |
| 		new_value = tostring(new_value)
 | |
| 	end
 | |
| 	yl_speak_up.player_vars[ k ][ player_name ] = new_value
 | |
| 	-- a quest variable was changed - save that to disc (but no need to force it)
 | |
| 	yl_speak_up.save_quest_variables(false)
 | |
| 	return true
 | |
| end
 | |
| 
 | |
| 
 | |
| -- get the value of a variable used by a player in an NPC;
 | |
| -- returns nil if the variable does not exist
 | |
| yl_speak_up.get_quest_variable_value = function(player_name, variable_name)
 | |
| 	-- the owner name is alrady encoded in the variable name
 | |
| 	local k = tostring(variable_name)
 | |
| 	if(not(variable_name) or not(player_name) or not(yl_speak_up.player_vars[ k ])) then
 | |
| 		return nil
 | |
| 	end
 | |
| 	return yl_speak_up.player_vars[ k ][ player_name ]
 | |
| end
 | |
| 
 | |
| 
 | |
| yl_speak_up.get_quest_variables = function(pname, has_write_access)
 | |
| 	if(not(pname)) then
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| 		return {}
 | |
| 	end
 | |
| 	local liste = {}
 | |
| 	-- first: list the variables owned by the player
 | |
| 	for k, v in pairs(yl_speak_up.player_vars) do
 | |
| 		local parts = string.split(k, " ")
 | |
| 		if(parts and parts[1] and parts[1] == "$" and parts[2] and parts[2] == pname) then
 | |
| 			table.insert(liste, k)
 | |
| 		end
 | |
| 	end
 | |
| 	-- if the player has the right privs: allow to access all other variables as well
 | |
| 	if( minetest.check_player_privs(pname, {npc_master=true})
 | |
| 	 or minetest.check_player_privs(pname, {npc_talk_master=true})
 | |
| 	 or minetest.check_player_privs(pname, {npc_talk_admin=true})) then
 | |
| 		for k, v in pairs(yl_speak_up.player_vars) do
 | |
| 			local parts = string.split(k, " ")
 | |
| 			-- variables owned by *other* players
 | |
| 			if(parts and parts[1] and parts[1] == "$" and parts[2] and parts[2] ~= pname) then
 | |
| 				table.insert(liste, k)
 | |
| 			end
 | |
| 		end
 | |
| 	else
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| 		local right = "read_access"
 | |
| 		if(has_write_access) then
 | |
| 			right = "write_access"
 | |
| 		end
 | |
| 		-- insert those vars owned by other players where this one has access
 | |
| 		for k, v in pairs(yl_speak_up.player_vars) do
 | |
| 			if(   k[ "$META$"]
 | |
| 			  and k[ "$META$"][ right ]
 | |
| 			  and k[ "$META$"][ right ][ pname ]) then
 | |
| 				table.insert(liste, k)
 | |
| 			end
 | |
| 		end
 | |
| 	end
 | |
| 	table.sort(liste)
 | |
| 	return liste
 | |
| end
 | |
| 
 | |
| 
 | |
| -- which variables can player pname read and use in preconditions?
 | |
| -- returns a sorted list
 | |
| yl_speak_up.get_quest_variables_with_read_access = function(pname)
 | |
| 	return yl_speak_up.get_quest_variables(pname, false)
 | |
| end
 | |
| 
 | |
| 
 | |
| -- which variables can player pname write and use in effects/results?
 | |
| yl_speak_up.get_quest_variables_with_write_access = function(pname)
 | |
| 	return yl_speak_up.get_quest_variables(pname, true)
 | |
| end
 | |
| 
 | |
| 
 | |
| -- variables are personalized; they are prefixed by "$ <PLAYER_NAME> <VAR_NAME>"
 | |
| 
 | |
| -- helper function;
 | |
| -- strip "$ PNAME " from variable names (but only for those owned by player with name pname)
 | |
| yl_speak_up.strip_pname_from_var = function(var_name, pname)
 | |
| 	local parts = string.split(var_name, " ")
 | |
| 	if(parts and parts[1] and parts[1] == "$" and parts[2] and parts[2] == pname) then
 | |
| 		table.remove(parts, 1) -- remove "$"
 | |
| 		table.remove(parts, 1) -- remove pname
 | |
| 		return table.concat(parts, " ")
 | |
| 	end
 | |
| 	return var_name
 | |
| end
 | |
| 
 | |
| 
 | |
| -- does the opposite of the function above; adds "$ PNAME " if needed
 | |
| yl_speak_up.add_pname_to_var = function(var_name, pname)
 | |
| 	if(not(var_name)) then
 | |
| 		return ""
 | |
| 	end
 | |
| 	local parts = string.split(var_name, " ")
 | |
| 	if(parts and parts[1] and parts[1] ~= "$") then
 | |
| 		return "$ "..tostring(pname).." "..tostring(var_name)
 | |
| 	end
 | |
| 	return var_name
 | |
| end
 | |
| 
 | |
| 
 | |
| -- helper function for yl_speak_up.input_fs_edit_option_related
 | |
| -- and yl_speak_up.get_fs_edit_option_p_and_e_state
 | |
| yl_speak_up.strip_pname_from_varlist = function(var_list, pname)
 | |
| 	local var_list_text = ""
 | |
| 	-- strip pname from the variable names
 | |
| 	for i, v in ipairs(var_list) do
 | |
| 		var_list[i] = yl_speak_up.strip_pname_from_var(v, pname)
 | |
| 		-- useful for presenting a list
 | |
| 		var_list_text = var_list_text..","..minetest.formspec_escape(tostring(var_list[i]))
 | |
| 	end
 | |
| 	return var_list_text
 | |
| end
 | |
| 
 | |
| 
 | |
| -- (partly) the opposite of the function above - add the name of the player to a variable
 | |
| -- name again if needed
 | |
| yl_speak_up.restore_complete_var_name = function(var_name, pname)
 | |
| 	local vparts = string.split(var_name or "", " ")
 | |
| 	-- has the player name been stripped from the variable name for better readability?
 | |
| 	if(vparts and #vparts > 0 and vparts[1] ~= "$") then
 | |
| 		return "$ "..tostring(pname).." "..table.concat(vparts, " ")
 | |
| 	end
 | |
| 	return var_name
 | |
| end
 | |
| 
 | |
| 
 | |
| -- helper function for saving NPC data;
 | |
| -- this only works if *someone* is currently talking to that NPC
 | |
| yl_speak_up.get_pname_for_n_id = function(n_id)
 | |
| 	for k, v in pairs(yl_speak_up.speak_to) do
 | |
| 		if(v and v.n_id and v.n_id == n_id) then
 | |
| 			return k
 | |
| 		end
 | |
| 	end
 | |
| end
 | |
| 
 | |
| 
 | |
| -- add or revoke read or write access to a variable
 | |
| --
 | |
| -- k:              name of the variable
 | |
| -- pname:          the name of the player trying to grant or revoke the right
 | |
| -- grant_to_pname: the name of the player who shall have that access right
 | |
| -- grant_write_access:
 | |
| -- 	if false: grant read access
 | |
| -- 	if true:  grant write access
 | |
| -- do_grant:
 | |
| -- 	if false: revoke acces
 | |
| -- 	if true:  grant access
 | |
| -- returns true if the variable was found
 | |
| yl_speak_up.manage_access_to_quest_variable = function(k, pname, grant_to_pname, what_to_grant, do_grant)
 | |
| 	-- only read and write access can be granted
 | |
| 	if(not(what_to_grant) or (what_to_grant ~= "read_access" and what_to_grant ~= "write_access")) then
 | |
| 		return false
 | |
| 	end
 | |
| 	return yl_speak_up.set_variable_metadata(k, pname, what_to_grant, grant_to_pname, do_grant)
 | |
| end
 | |
| 
 | |
| 
 | |
| -- a more general way of setting metadata for variables
 | |
| -- in general, meta_name is a table containing entries entry_name (usually players or npc_ids)
 | |
| -- with assigned values (usually true) for quick lookup
 | |
| yl_speak_up.set_variable_metadata = function(k, pname, meta_name, entry_name, new_value)
 | |
| 	if(pname) then
 | |
| 		k = yl_speak_up.add_pname_to_var(k, pname)
 | |
| 	end
 | |
| 	-- delete/unset
 | |
| 	if(not(new_value)) then
 | |
| 		new_value = nil
 | |
| 	end
 | |
| 	-- the variable needs to exist
 | |
| 	if(not(yl_speak_up.player_vars[ k ])) then
 | |
| 		return false
 | |
| 	end
 | |
| 	-- make sure all the necessary tables exist
 | |
| 	if( not(yl_speak_up.player_vars[ k ][ "$META$" ])) then
 | |
| 		yl_speak_up.player_vars[ k ][ "$META$" ] = { meta_name = {} }
 | |
| 	end
 | |
| 
 | |
| 	-- var_type (the type of the variable) is a single string
 | |
| 	if(meta_name == "var_type") then
 | |
| 		yl_speak_up.player_vars[ k ][ "$META$"][ meta_name ] = new_value
 | |
| 	else
 | |
| 		if( not(yl_speak_up.player_vars[ k ][ "$META$" ][ meta_name ])
 | |
| 		or type(yl_speak_up.player_vars[ k ][ "$META$" ][ meta_name ]) ~= "table") then
 | |
| 			yl_speak_up.player_vars[ k ][ "$META$" ][ meta_name ] = {}
 | |
| 		end
 | |
| 		yl_speak_up.player_vars[ k ][ "$META$"][ meta_name ][ entry_name ] = new_value
 | |
| 	end
 | |
| 	yl_speak_up.save_quest_variables(true)
 | |
| 	return true
 | |
| end
 | |
| 
 | |
| 
 | |
| -- get a list of all players who have read or write access to variable k (belonging to pname)
 | |
| -- (technically a table and not a list)
 | |
| yl_speak_up.get_access_list_for_var = function(k, pname, access_what)
 | |
| 	k = yl_speak_up.add_pname_to_var(k, pname)
 | |
| 	if(not(k)
 | |
| 	  or not(yl_speak_up.player_vars[ k ])
 | |
| 	  or not(yl_speak_up.player_vars[ k ][ "$META$"])
 | |
| 	  or not(yl_speak_up.player_vars[ k ][ "$META$"][ access_what ])) then
 | |
| 		return {}
 | |
| 	end
 | |
| 	return yl_speak_up.player_vars[ k ][ "$META$"][ access_what ]
 | |
| end
 | |
| 
 | |
| 
 | |
| -- the dialog data of an NPC is saved - use this to save some statistical data
 | |
| -- plus store which variables are used by this NPC
 | |
| -- TODO: show this data in a formspec to admins for maintenance
 | |
| yl_speak_up.update_stored_npc_data = function(n_id, dialog)
 | |
| 	-- in order to determine the position of the NPC, we need its object
 | |
| 	local pname = yl_speak_up.get_pname_for_n_id(n_id)
 | |
| 	local npc_pos = ""
 | |
| 	if(pname) then
 | |
| 		local obj = yl_speak_up.speak_to[pname].obj
 | |
| 		if(obj and obj:get_pos()) then
 | |
| 			npc_pos = minetest.pos_to_string(obj:get_pos())
 | |
| 		end
 | |
| 	end
 | |
| 	-- gather statistical data about the NPC and find out which variables it uses
 | |
| 	local anz_dialogs = 0
 | |
| 	local anz_options = 0
 | |
| 	local anz_preconditions = 0
 | |
| 	local anz_actions = 0
 | |
| 	local anz_effects = 0
 | |
| 	local anz_trades  = 0
 | |
| 	local variables_p = {}
 | |
| 	local variables_e = {}
 | |
| 	if(dialog and dialog.n_dialogs) then
 | |
| 		for d_id, d in pairs(dialog.n_dialogs) do
 | |
| 			anz_dialogs = anz_dialogs + 1
 | |
| 			if(d and d.d_options) then
 | |
| 				for o_id, o in pairs(d.d_options) do
 | |
| 					anz_options = anz_options + 1
 | |
| 					if(o and o.o_prerequisites) then
 | |
| 						for p_id, p in pairs(o.o_prerequisites) do
 | |
| 							anz_preconditions = anz_preconditions + 1
 | |
| 							if(p and p.p_type and p.p_type == "state"
 | |
| 							  and p.p_variable and p.p_variable ~= "") then
 | |
| 								variables_p[ p.p_variable ] = true
 | |
| 							end
 | |
| 						end
 | |
| 					end
 | |
| 					if(o and o.actions) then
 | |
| 						for a_id, a_data in pairs(o.actions) do
 | |
| 							anz_actions = anz_actions + 1
 | |
| 						end
 | |
| 					end
 | |
| 					if(o and o.o_results) then
 | |
| 						for r_id, r in pairs(o.o_results) do
 | |
| 							anz_effects = anz_effects + 1
 | |
| 							if(r and r.r_type and r.r_type == "state"
 | |
| 							  and r.r_variable and r.r_variable ~= "") then
 | |
| 								variables_e[ r.r_variable ] = true
 | |
| 							end
 | |
| 						end
 | |
| 					end
 | |
| 				end
 | |
| 			end
 | |
| 		end
 | |
| 	end
 | |
| 	if(dialog and dialog.trades) then
 | |
| 		for trade_id, t_data in pairs(dialog.trades) do
 | |
| 			-- not a trade that is the action of a dialog option; only trade list trades count
 | |
| 			if(not(t_data.d_id)) then
 | |
| 				anz_trades = anz_trades + 1
 | |
| 			end
 | |
| 		end
 | |
| 	end
 | |
| 	-- add a special variable (if needed) for saving the NPC meta data
 | |
| 	if(not(yl_speak_up.player_vars[ "$NPC_META_DATA$" ])) then
 | |
| 		yl_speak_up.player_vars[ "$NPC_META_DATA$" ] = {}
 | |
| 	end
 | |
| 	yl_speak_up.player_vars[ "$NPC_META_DATA$" ][ n_id ] = {
 | |
| 		n_id = n_id,
 | |
| 		name = tostring(dialog.n_npc),
 | |
| 		owner = tostring(yl_speak_up.npc_owner[ n_id ]),
 | |
| 		may_edit = dialog.n_may_edit or {},
 | |
| 		pos = tostring(npc_pos),
 | |
| 		anz_dialogs = anz_dialogs,
 | |
| 		anz_options = anz_options,
 | |
| 		anz_preconditions = anz_preconditions,
 | |
| 		anz_actions = anz_actions,
 | |
| 		anz_effects = anz_effects,
 | |
| 		anz_trades = anz_trades,
 | |
| 		last_modified = os.date(),
 | |
| 	}
 | |
| 
 | |
| 	-- delete all old entries that are not longer needed
 | |
| 	for k, v in pairs(yl_speak_up.player_vars) do
 | |
| 		if(not(variables_p[ k ]) and not(variables_e[ k ])) then
 | |
| 			yl_speak_up.set_variable_metadata(k, pname, "used_by_npc", n_id, false)
 | |
| 		end
 | |
| 	end
 | |
| 
 | |
| 	-- save in the variables' metadata which NPC uses it
 | |
| 	-- (this is what we're mostly after - know which variable is used in which NPC)
 | |
| 	for k, v in pairs(variables_p) do
 | |
| 		yl_speak_up.set_variable_metadata(k, pname, "used_by_npc", n_id, true)
 | |
| 	end
 | |
| 	for k, v in pairs(variables_e) do
 | |
| 		yl_speak_up.set_variable_metadata(k, pname, "used_by_npc", n_id, true)
 | |
| 	end
 | |
| 	-- force writing the data
 | |
| 	yl_speak_up.save_quest_variables(true)
 | |
| end
 | |
| 
 | |
| 
 | |
| -- which NPC do use this variable?
 | |
| yl_speak_up.get_variable_metadata = function(var_name, meta_name, get_as_is)
 | |
| 	-- var_type (the type of the variable) is a single string
 | |
| 	if(meta_name and var_name and meta_name == "var_type") then
 | |
| 		if(  not(yl_speak_up.player_vars[ var_name ])
 | |
| 		  or not(yl_speak_up.player_vars[ var_name ][ "$META$"])) then
 | |
| 			return nil
 | |
| 		end
 | |
| 		return yl_speak_up.player_vars[ var_name ][ "$META$"][ meta_name ]
 | |
| 	end
 | |
| 	-- no variable, or nothing stored? then it's not used by any NPC either
 | |
| 	if(not(var_name)
 | |
| 	  or  not(meta_name)
 | |
| 	  or  not(yl_speak_up.player_vars[ var_name ])
 | |
| 	  or  not(yl_speak_up.player_vars[ var_name ][ "$META$"])
 | |
| 	  or  not(yl_speak_up.player_vars[ var_name ][ "$META$"][ meta_name ])
 | |
| 	  or type(yl_speak_up.player_vars[ var_name ][ "$META$"][ meta_name ]) ~= "table") then
 | |
| 		return {}
 | |
| 	end
 | |
| 	-- do not transform into a list; get the table
 | |
| 	if(get_as_is) then
 | |
| 		return yl_speak_up.player_vars[ var_name ][ "$META$"][ meta_name ]
 | |
| 	end
 | |
| 	local meta_list = {}
 | |
| 	for k, v in pairs(yl_speak_up.player_vars[ var_name ][ "$META$"][ meta_name ]) do
 | |
| 		table.insert(meta_list, k)
 | |
| 	end
 | |
| 	table.sort(meta_list)
 | |
| 	return meta_list
 | |
| end
 | |
| 
 | |
| 
 | |
| -- show which variables the player is currently debugging
 | |
| yl_speak_up.get_list_of_debugged_variables = function(pname)
 | |
| 	if(not(pname) or pname == "") then
 | |
| 		return
 | |
| 	end
 | |
| 	local res = {}
 | |
| 	for k, v in pairs(yl_speak_up.player_vars) do
 | |
| 		if(k and v and v[ "$META$" ] and v[ "$META$" ][ "debug" ]) then
 | |
| 			-- this will be used in a table presented to the player
 | |
| 			table.insert(res, minetest.formspec_escape(k))
 | |
| 		end
 | |
| 	end
 | |
| 	return res
 | |
| end
 | |
| 
 | |
| 
 | |
| -- helper function; time is sometimes needed
 | |
| yl_speak_up.get_time_in_seconds = function()
 | |
| 	return math.floor(minetest.get_us_time()/1000000)
 | |
| end
 | |
| 
 | |
| 
 | |
| -----------------------------------------------------------------------------
 | |
| -- Quests as such (up until here we mostly dealt with variables)
 | |
| -----------------------------------------------------------------------------
 | |
| 
 | |
| -- uses yl_speak_up.quest_path
 | |
| -- uses yl_speak_up.number_of_quests = yl_speak_up.modstorage:get_int("max_quest_id") or 0
 | |
| 
 | |
| -- table containing the quest data with q_id as index
 | |
| yl_speak_up.quests = {}
 | |
| 
 | |
| 
 | |
| -- store quest q_id to disc
 | |
| yl_speak_up.save_quest = function(q_id)
 | |
| 	local json = minetest.write_json(yl_speak_up.quests[q_id])
 | |
| 	-- actually store it on disk
 | |
| 	local file_name = yl_speak_up.worldpath..yl_speak_up.quest_path..DIR_DELIM..q_id..".json"
 | |
| 	minetest.safe_file_write(file_name, json)
 | |
| end
 | |
| 
 | |
| 
 | |
| 
 | |
| -- read quest q_id from disc
 | |
| yl_speak_up.load_quest = function(q_id)
 | |
| 	-- load the data from the file
 | |
| 	local file_name = yl_speak_up.worldpath..yl_speak_up.quest_path..DIR_DELIM..q_id..".json"
 | |
| 	local file, err = io.open(file_name, "r")
 | |
| 	if err then
 | |
| 		return
 | |
| 	end
 | |
| 	io.input(file)
 | |
| 	local text = io.read()
 | |
| 	-- all values saved in the tables as such are strings
 | |
| 	local data = minetest.parse_json(text, "$NIL_VALUE$")
 | |
| 	io.close(file)
 | |
| 
 | |
| 	if(type(data) ~= "table") then
 | |
| 		return
 | |
| 	end
 | |
| 	yl_speak_up.quests[q_id] = yl_speak_up.handle_json_nil_values(data)
 | |
| 	-- make sure all required fields exist
 | |
| 	local quest = yl_speak_up.quests[q_id]
 | |
| 	if(quest and not(quest.step_data)) then
 | |
| 		quest.step_data = {}
 | |
| 	end
 | |
| 	if(quest and not(quest.npcs)) then
 | |
| 		quest.npcs = {}
 | |
| 	end
 | |
| 	if(quest and not(quest.locations)) then
 | |
| 		quest.locations = {}
 | |
| 	end
 | |
| 	if(quest) then
 | |
| 		for s, d in pairs(quest.step_data) do
 | |
| 			if(not(d.where)) then
 | |
| 				quest.step_data[s].where = {}
 | |
| 			end
 | |
| 			if(not(d.one_step_required)) then
 | |
| 				quest.step_data[s].one_step_required = {}
 | |
| 			end
 | |
| 			if(not(d.all_steps_required)) then
 | |
| 				quest.step_data[s].all_steps_required = {}
 | |
| 			end
 | |
| 		end
 | |
| 	end
 | |
| 	yl_speak_up.quests[q_id] = quest
 | |
| 	return yl_speak_up.quests[q_id]
 | |
| end
 | |
| 
 | |
| 
 | |
| -- get data of quest q_id
 | |
| yl_speak_up.get_quest = function(q_id)
 | |
| 	if(not(yl_speak_up.quests[q_id])) then
 | |
| 		yl_speak_up.load_quest(q_id)
 | |
| 	end
 | |
| 	return yl_speak_up.quests[q_id]
 | |
| end
 | |
| 
 | |
| 
 | |
| -- add/create a new quest
 | |
| -- a quest is based on a variable; the variable is needed to store quest progress;
 | |
| -- as this variable is of type integer, quests can only be linear;
 | |
| -- in order to offer alternatives, players can add as many quests as they want and
 | |
| -- make them depend on each other
 | |
| yl_speak_up.add_quest = function(owner_name, variable_name, quest_name, descr_long, descr_short, comment)
 | |
| 	-- add a special variable (if needed) for saving quest meta data
 | |
| 	if(not(yl_speak_up.player_vars[ "$QUEST_META_DATA$" ])) then
 | |
| 		yl_speak_up.player_vars[ "$QUEST_META_DATA$" ] = {}
 | |
| 		yl_speak_up.save_quest_variables(true)
 | |
| 	end
 | |
| 
 | |
| 	if(not(variable_name) or variable_name == "") then
 | |
| 		return "Missing name of variable."
 | |
| 	end
 | |
| 	-- determine the full name of the variable used to store quest progress
 | |
| 	local var_name = yl_speak_up.add_pname_to_var(variable_name, owner_name)
 | |
| 	-- if it is a new variable: make sure it gets created
 | |
| 	if(not(yl_speak_up.player_vars[var_name])) then
 | |
| 		-- create the new varialbe
 | |
| 		yl_speak_up.add_quest_variable(owner_name, variable_name)
 | |
| 	else
 | |
| 		-- if it exists already: make sure it is of a type that can be used
 | |
| 		local var_type = yl_speak_up.get_variable_metadata(var_name, "var_type")
 | |
| 		if("var_type" == "time_based") then
 | |
| 			return "Variable already used as a timer."
 | |
| 		elseif("var_type" == "quest") then
 | |
| 			return "Variable already used by another quest."
 | |
| 		end
 | |
| 	end
 | |
| 	-- set the variable for the quest creator to 0 - so that it's possible to check for
 | |
| 	-- var_name is set (to a value) in a precondition and thus only allow the quest creator
 | |
| 	-- to test the quest in the beginning
 | |
| 	yl_speak_up.set_quest_variable_value(owner_name, var_name, 0)
 | |
| 	-- set the variable type to quest
 | |
| 	yl_speak_up.set_variable_metadata(var_name, owner_name, "var_type", nil, "quest")
 | |
| 	-- get a uniq ID for storing this quest (mostly needed for creating a safe file name)
 | |
| 	local quest_nr = yl_speak_up.number_of_quests + 1
 | |
| 	yl_speak_up.number_of_quests = quest_nr
 | |
| 	yl_speak_up.modstorage:set_int("max_quest_nr", yl_speak_up.number_of_quests)
 | |
| 	-- store this number in the variable $META$ data
 | |
| 	yl_speak_up.set_variable_metadata(var_name, owner_name, "quest_data", "quest_nr", quest_nr)
 | |
| 	-- the list of quest steps is stored in the variables' metadata for quicker access
 | |
| 	-- (this way we won't have to load the quest file if we want to check a precondition
 | |
| 	--  or update the variable value to the next quest step)
 | |
| 	--  TODO: store those in the quest file
 | |
| 	yl_speak_up.set_variable_metadata(var_name, owner_name, "quest_data", "steps", {"start","finish"})
 | |
| 
 | |
| 	-- create the quest data structure
 | |
| 	local quest = {}
 | |
| 	quest.nr = quest_nr
 | |
| 	quest.id = "q_"..quest_nr -- quest ID
 | |
| 	quest.name = quest_name   -- human-readable name of the quest
 | |
| 	quest.description = (descr_long or "")
 | |
| 				  -- long description of what the quest is about
 | |
| 	quest.short_desc = (descr_short or  "")
 | |
| 				  -- a short description of this quest which may later be used to
 | |
| 				  -- advertise for the quest in a quest log
 | |
| 	quest.comment = (comment or "")
 | |
| 				  -- comment to other programmers who might want to maintain the
 | |
| 				  -- quest later on
 | |
| 	quest.owner = owner_name  -- creator of the quest
 | |
| 	quest.var_name = var_name -- name of the variable where progress is stored for each player
 | |
| --	quest.steps = {           -- list of names (strings) of the quest steps
 | |
| --		"start",	  -- the quest needs to start somehow
 | |
| --		"finish"}	  -- and it needs to finish somehow
 | |
| --	the following things can be determined automaticly, BUT: in order to PLAN a future
 | |
| --	quest, it is easier to gather information here first
 | |
| 	quest.step_data = {}      -- table containing information about a quest step (=key)
 | |
| 				  -- this may also be information about WHERE a quest step shall
 | |
| 				  -- take place
 | |
| 	quest.subquests = {}      -- list of other quest_ids that contribute to this quest
 | |
| 				  -- -> determined from quests.npcs and quests.locations
 | |
| 	quest.is_subquest_of = {} -- list of quest_ids this quest contributes to
 | |
| 				  -- -> determined from quests.npcs and quests.locations
 | |
| 	quest.npcs = {}           -- list of NPC that contribute to this quest
 | |
| 				  -- -> derived from quest.var_name
 | |
| 				  -- --> or derived from quest.step_data.where
 | |
| 	quest.locations = {}      -- list of locations that contribute to this quest
 | |
| 				  -- -> derived from quest.var_name
 | |
| 				  -- --> or derived from quest.step_data.where
 | |
| 	quest.items = {}          -- data of quest items created and accepted
 | |
| 				  -- -> derived from the quest steps
 | |
| 	quest.rewards = {}        -- list of rewards (item stacks) for this ques
 | |
| 	quest.testers = {}        -- list of player names that can test the quest
 | |
| 				  -- -> during the created/testing phase: any player for which
 | |
| 				  --    quest.var_name is set to a value
 | |
| 	quest.solved_by = {}      -- list of names of players that solved the quest at least once
 | |
| 	quest.state = "created"   -- state of the quest:
 | |
| 				  --   created: only the creator can do it
 | |
| 				  --   testing: players listed in quest.testers can do the quest
 | |
| 				  --   open:    *all* players with interact can try to solve the quest
 | |
| 				  --            *AND* changes to the quest are now impossible (apart from
 | |
| 				  --            changing texts in the NPC)
 | |
| 				  --   official: official server quest; NPC can create items out of thin air
 | |
| 	-- store the new quest in the quest table
 | |
| 	yl_speak_up.quests[quest.id] = quest
 | |
| 	-- and store it on disc
 | |
| 	yl_speak_up.save_quest(quest.id)
 | |
| 	return "OK"
 | |
| end
 | |
| 
 | |
| 
 | |
| -- delete a quest if possible
 | |
| yl_speak_up.del_quest = function(q_id, pname)
 | |
| 	if(not(q_id)) then
 | |
| 		return "No quest ID given. Quest not found."
 | |
| 	end
 | |
| 	local quest = yl_speak_up.load_quest(q_id)
 | |
| 	if(not(quest)) then
 | |
| 		return "Quest "..tostring(q_id).." does not exist."
 | |
| 	end
 | |
| 	if(quest.owner ~= pname
 | |
| 	  and not(minetest.check_player_privs(pname, {npc_master=true}))
 | |
| 	  and not(minetest.check_player_privs(pname, {npc_talk_master=true}))
 | |
| 	  and not(minetest.check_player_privs(pname, {npc_talk_admin=true}))) then
 | |
| 		return "Quest "..tostring(q_id).." is owned by "..tostring(quest.owner)..
 | |
| 			".\n You can't delete it."
 | |
| 	end
 | |
| 	if(quest.state ~= "created" and quest.state ~= "testing") then
 | |
| 		return "Quest "..tostring(q_id).." is in stage \""..tostring(quest.state)..
 | |
| 			"\".\n Only quests in state \"created\" or \"testing\" can be deleted."
 | |
| 	end
 | |
| 	if(#quest.is_subquest_of > 0) then
 | |
| 		return "Quest "..tostring(q_id).." is used by the following subquests:\n"..
 | |
| 			table.concat(quest.subquests, ", ")..
 | |
| 			".\nPlease remove the subquests first!"
 | |
| 	end
 | |
| 
 | |
| 	for k, v in pairs(quest.step_data) do
 | |
| 		if(v) then
 | |
| 			return "Quest "..tostring(q_id).." contains at least one remaining quest step.\n"..
 | |
| 			"Please remove all steps first!"
 | |
| 		end
 | |
| 	end
 | |
| 
 | |
| 	-- TODO: actually delete the file?
 | |
| 	-- TODO: set the quest variable back to no type
 | |
| 	-- TODO: delete (empty?) quest variable?  yl_speak_up.del_quest_variable(pname, entry_name, nil)
 | |
| 	return "OK"
 | |
| end
 | |
| 
 | |
| 
 | |
| -- returns a list of all quest IDs to which the player has write access
 | |
| -- TODO: function is unused
 | |
| yl_speak_up.get_quest_owner_list = function(pname)
 | |
| 	local var_list = yl_speak_up.get_quest_variables_with_write_access(pname)
 | |
| 	local quest_id_list = {}
 | |
| 	for i, var_name in ipairs(var_list) do
 | |
| 		local t = yl_speak_up.get_variable_metadata(var_name, "var_type")
 | |
| 		if(t and t == "quest") then
 | |
| 			local data = yl_speak_up.get_variable_metadata(var_name, "quest_data", true)
 | |
| 			if(data and data["quest_nr"]) then
 | |
| 				local q_id = "q_"..tostring(data["quest_nr"])
 | |
| 				yl_speak_up.load_quest(q_id)
 | |
| 				-- offer the quest only if it was loaded successfully
 | |
| 				if(yl_speak_up.quests[q_id]) then
 | |
| 					table.insert(quest_id_list, q_id)
 | |
| 				end
 | |
| 			end
 | |
| 		end
 | |
| 	end
 | |
| 	return quest_id_list
 | |
| end
 | |
| 
 | |
| 
 | |
| yl_speak_up.get_sorted_quest_list = function(pname)
 | |
| 	local quest_list = {}
 | |
| 	local has_privs = (minetest.check_player_privs(pname, {npc_master=true})
 | |
| 			or minetest.check_player_privs(pname, {npc_talk_master=true})
 | |
| 			or minetest.check_player_privs(pname, {npc_talk_admin=true}))
 | |
| 	for q_id, data in pairs(yl_speak_up.quests) do
 | |
| 		if(data and data.var_name) then
 | |
| 			if(has_privs
 | |
| 			  or(data.owner and data.owner == pname)
 | |
| 			  or(table.indexof(
 | |
| 					yl_speak_up.get_access_list_for_var(
 | |
| 						data.var_name, pname, "write_access") or {}) ~= -1)) then
 | |
| 				table.insert(quest_list, data.var_name)
 | |
| 			end
 | |
| 		end
 | |
| 	end
 | |
| 	yl_speak_up.strip_pname_from_varlist(quest_list, pname)
 | |
| 	table.sort(quest_list)
 | |
| 	return quest_list
 | |
| end
 | |
| 
 | |
| 
 | |
| 
 | |
| -- quests have a name and a variable which stores their data
 | |
| -- this returns the q_id (index in the quest table) based on the variable name
 | |
| yl_speak_up.get_quest_id_by_var_name = function(var_name, owner_name)
 | |
| 	local var_name = yl_speak_up.add_pname_to_var(var_name, owner_name)
 | |
| 	-- find out which quest we're talking about
 | |
| 	for q_id, quest in pairs(yl_speak_up.quests) do
 | |
| 		if(quest.var_name == var_name) then
 | |
| 			return q_id
 | |
| 		end
 | |
| 	end
 | |
| 	-- TODO or we may have a leftover variable with no quest information stored
 | |
| --	local var_type = yl_speak_up.get_variable_metadata(var_name, "var_type")
 | |
| --	if("var_type" == "quest") then
 | |
| --		-- this is no longer a quest variable - the quest is long gone
 | |
| --		yl_speak_up.set_variable_metadata(var_name, owner_name, "var_type", nil, "string")
 | |
| --		yl_speak_up.set_variable_metadata(var_name, owner_name, "quest_data", "quest_nr", nil)
 | |
| --		yl_speak_up.set_variable_metadata(var_name, owner_name, "quest_data", "steps", nil)
 | |
| --	end
 | |
| 	return nil
 | |
| end
 | |
| 
 | |
| 
 | |
| -- quests can also be identified by their name
 | |
| -- this returns the q_id (index in the quest table) based on the quest name
 | |
| yl_speak_up.get_quest_id_by_quest_name = function(quest_name)
 | |
| 	-- find out which quest we're talking about
 | |
| 	for q_id, quest in pairs(yl_speak_up.quests) do
 | |
| 		if(quest.name == quest_name) then
 | |
| 			return q_id
 | |
| 		end
 | |
| 	end
 | |
| 	return nil
 | |
| end
 | |
| 
 | |
| 
 | |
| -- finds out if player pname is allowed to view (read_only is true)
 | |
| -- or edit (read_only is false) the quest q_id
 | |
| yl_speak_up.quest_allow_access = function(q_id, pname, read_only)
 | |
| 	-- no quest with that variable as base found
 | |
| 	if(not(q_id) or not(yl_speak_up.quests[q_id])) then
 | |
| 		return "Quest not found (id: "..tostring(q_id)..")."
 | |
| 	end
 | |
| 	local quest = yl_speak_up.quests[q_id]
 | |
| 	-- check if the player has access rights to that quest
 | |
| 	if(quest.owner ~= pname
 | |
| 	  and not(minetest.check_player_privs(pname, {npc_master=true}))
 | |
| 	  and not(minetest.check_player_privs(pname, {npc_talk_master=true}))
 | |
| 	  and not(minetest.check_player_privs(pname, {npc_talk_admin=true}))) then
 | |
| 		-- the player may have suitable privs (check access to the variable)
 | |
| 		local access_what = "write_access"
 | |
| 		if(read_only) then
 | |
| 			access_what = "read_access"
 | |
| 		end
 | |
| 		local allowed = yl_speak_up.get_access_list_for_var(quest.var_name, "", access_what)
 | |
| 		if(table.indexof(allowed, pname) == -1) then
 | |
| 			return "Sorry. You have no write access to quest \""..tostring(quest.name).."\" "..
 | |
| 				"["..tostring(k).."]."
 | |
| 		end
 | |
| 	end
 | |
| 	-- quests that are already open to the public cannot be changed anymore
 | |
| 	-- as that would cause chaos; only in "created" and "testing" stage it's
 | |
| 	-- possible to change quest steps
 | |
| 	if(not(read_only) and (quest.state == "open" or quest.state == "official")) then
 | |
| 		return "The quest is in state \""..tostring(quest.state).."\". Quests in such "..
 | |
| 			"a state cannot be changed/extended as that would confuse players. "..
 | |
| 			"Reset quest state first if changes are unavoidable."
 | |
| 	end
 | |
| 	return "OK"
 | |
| end
 | |
| 
 | |
| 
 | |
| -- add a quest step to a quest
 | |
| yl_speak_up.quest_step_add_quest_step = function(pname, q_id, quest_step_name)
 | |
| 	local error_msg = yl_speak_up.quest_allow_access(q_id, pname, false)
 | |
| 	if(error_msg ~= "OK") then
 | |
| 		return error_msg
 | |
| 	end
 | |
| 	if(not(quest_step_name) or quest_step_name == ""
 | |
| 	  or string.len(quest_step_name) < 2 or string.len(quest_step_name) > 70) then
 | |
| 		return "No name for this quest step given or too long (>70) or too short (<2 characters)."
 | |
| 	end
 | |
| 	if(not(yl_speak_up.quests[q_id].step_data)) then
 | |
| 		yl_speak_up.quests[q_id].step_data = {}
 | |
| 	end
 | |
| 	-- create an entry for the quest step if needed
 | |
| 	if(not(yl_speak_up.quests[q_id].step_data[quest_step_name])) then
 | |
| 		yl_speak_up.quests[q_id].step_data[quest_step_name] = {
 | |
| 			-- where (NPCs, locations) can this quest step be set?
 | |
| 			where = {},
 | |
| 			-- at least one of this quest steps has to be achieved before this one is possible
 | |
| 			one_step_required = {},
 | |
| 			-- all of these quest steps have to be achieved before this one is possible
 | |
| 			all_steps_required = {}
 | |
| 			}
 | |
| 			yl_speak_up.save_quest(q_id)
 | |
| 	end
 | |
| 	-- return OK even if the quest step existed already
 | |
| 	return "OK"
 | |
| end
 | |
| 
 | |
| 
 | |
| -- delete a quest step - but only if it's not used
 | |
| yl_speak_up.quest_step_del_quest_step = function(pname, q_id, quest_step_name)
 | |
| 	local error_msg = yl_speak_up.quest_allow_access(q_id, pname, false)
 | |
| 	if(error_msg ~= "OK") then
 | |
| 		return error_msg
 | |
| 	end
 | |
| 	if(not(quest_step_name)
 | |
| 	  or not(yl_speak_up.quests[q_id].step_data)
 | |
| 	  or not(yl_speak_up.quests[q_id].step_data[quest_step_name])) then
 | |
| 		return "OK"
 | |
| 	end
 | |
| 	-- the quest step exists; can we delete it?
 | |
| 	local quest_step = yl_speak_up.quests[q_id].step_data[quest_step_name]
 | |
| 	local anz_where = 0
 | |
| 	for k, _ in pairs(quest_step.where or {}) do
 | |
| 		anz_where = anz_where + 1
 | |
| 	end
 | |
| 	if(anz_where > 0) then
 | |
| 		return "This quest step is used/set by "..tostring(anz_where)..
 | |
| 			" NPCs and/or locations.\nRemove them from this quest step first!"
 | |
| 	end
 | |
| 	-- is this the previous quest step of another step?
 | |
| 	for sn, step_data in pairs(yl_speak_up.quests[q_id].step_data) do
 | |
| 		if(step_data and step_data.previous_step and step_data.previous_step == quest_step_name) then
 | |
| 			return "Quest step \""..tostring(sn).."\" names this quest step that you want "..
 | |
| 				"to delete as its previous step. Please remove that requirement first "..
 | |
| 				"for quest step \""..tostring(sn).."\" before deleting this step here."
 | |
| 		end
 | |
| 		if(step_data and step_data.further_required_steps
 | |
| 		  and table.indexof(step_data.further_required_steps, quest_step_name) ~= -1) then
 | |
| 			return "Quest step \""..tostring(sn).."\" gives this quest step that you want "..
 | |
| 				"to delete as one of the further steps required to reach it. Please "..
 | |
| 				"remove that requirement first "..
 | |
| 				"for quest step \""..tostring(sn).."\" before deleting this step here."
 | |
| 		end
 | |
| 		-- offered_until_quest_step_reached would be no problem/hinderance and doesn't need checking
 | |
| 	end
 | |
| 	yl_speak_up.quests[q_id].step_data[quest_step_name] = nil
 | |
| 	yl_speak_up.save_quest(q_id)
 | |
| 	return "OK"
 | |
| end
 | |
| 
 | |
| 
 | |
| -- turn a location {n_id=.., d_id=.., c_id=..} or position into a uniq string
 | |
| yl_speak_up.get_location_id = function(loc)
 | |
| 	if(not(loc) or type(loc) ~= "table") then
 | |
| 		return nil
 | |
| 	end
 | |
| 	if(loc.is_block and loc.n_id and loc.d_id and loc.o_id) then
 | |
| 		return "POS "..tostring(loc.n_id).." "..tostring(loc.d_id).." "..tostring(loc.o_id)
 | |
| 	-- if it's an NPC:
 | |
| 	elseif(loc.n_id and string.sub(loc.n_id, 1, 2) == "n_" and loc.d_id and loc.o_id) then
 | |
| 		return "NPC "..tostring(loc.n_id).." "..tostring(loc.d_id).." "..tostring(loc.o_id)
 | |
| 	else
 | |
| 		return nil
 | |
| 	end
 | |
| end
 | |
| 
 | |
| 
 | |
| -- add an NPC or location to a quest step (quest_step.where = list of such locations)
 | |
| -- Note: This is for NPC and locations that SET this very quest step. They ought to be listed here.
 | |
| -- new_location has to be a table, and new_loc_id an ID to avoid duplicates
 | |
| -- for NPC, new_loc_id ought to look like this:  "NPC <n_id> <d_id> <o_id>"
 | |
| yl_speak_up.quest_step_add_where = function(pname, q_id, quest_step_name, new_location)
 | |
| 	local error_msg = yl_speak_up.quest_allow_access(q_id, pname, false)
 | |
| 	if(error_msg ~= "OK") then
 | |
| 		return error_msg
 | |
| 	end
 | |
| 	local step_data = yl_speak_up.quests[q_id].step_data[quest_step_name]
 | |
| 	if(not(step_data)) then
 | |
| 		return "Quest step \""..tostring(quest_step_name).."\" does not exist."
 | |
| 	end
 | |
| 	if(not(step_data.where)) then
 | |
| 		step_data.where = {}
 | |
| 	end
 | |
| 	local new_loc_id = yl_speak_up.get_location_id(new_location)
 | |
| 	if(not(new_loc_id)) then
 | |
| 		return "Failed to create location ID for this location/NPC."
 | |
| 	end
 | |
| 	-- overwrite existing/old entries
 | |
| 	yl_speak_up.quests[q_id].step_data[quest_step_name].where[new_loc_id] = new_location
 | |
| 	-- make sure quest.npcs or quest.locations contains this entry
 | |
| 	local n_id = new_location.n_id or "?"
 | |
| 	if(string.sub(n_id, 1, 2) == "n_") then
 | |
| 		-- only npcs that are not yet added (and we store IDs without n_ prefix)
 | |
| 		local id = tonumber(string.sub(n_id, 3))
 | |
| 		if(id and table.indexof(yl_speak_up.quests[q_id].npcs or {}, id) == -1) then
 | |
| 			table.insert(yl_speak_up.quests[q_id].npcs, id)
 | |
| 		end
 | |
| 	elseif(string.sub(n_id, 1, 1) == "p"
 | |
| 	       and table.indexof(yl_speak_up.quests[q_id].locations or {}, n_id) == -1) then
 | |
| 		table.insert(yl_speak_up.quests[q_id].locations, n_id)
 | |
| 	end
 | |
| 	yl_speak_up.save_quest(q_id)
 | |
| 	-- return OK even if the quest step existed already
 | |
| 	return "OK"
 | |
| end
 | |
| 
 | |
| 
 | |
| -- delete a quest step location with the id location_id
 | |
| yl_speak_up.quest_step_del_where = function(pname, q_id, quest_step_name, old_location)
 | |
| 	local error_msg = yl_speak_up.quest_allow_access(q_id, pname, false)
 | |
| 	if(error_msg ~= "OK") then
 | |
| 		return error_msg
 | |
| 	end
 | |
| 	local quest_step = yl_speak_up.quests[q_id].step_data[quest_step_name]
 | |
| 	if(not(quest_step)) then
 | |
| 		return "Quest step \""..tostring(quest_step_name).."\" does not exist."
 | |
| 	end
 | |
| 	local loc_id = yl_speak_up.get_location_id(old_location)
 | |
| 	if(not(loc_id)) then
 | |
| 		return "Failed to create location ID for this location/NPC."
 | |
| 	end
 | |
| 	if(not(yl_speak_up.quests[q_id].step_data[quest_step_name])) then
 | |
| 		yl_speak_up.quests[q_id].step_data[quest_step_name].where = {}
 | |
| 	end
 | |
| 	-- delete the quest step location
 | |
| 	yl_speak_up.quests[q_id].step_data[quest_step_name].where[loc_id] = nil
 | |
| 	yl_speak_up.save_quest(q_id)
 | |
| 	return "OK"
 | |
| end
 | |
| 
 | |
| 
 | |
| -- TODO: quest_step: previous_step -> one_step_required
 | |
| -- TODO: quest_step: further_required_steps -> all_steps_required
 | |
| -- TODO: quest_step: offered_until_quest_step_reached
 | |
| 
 | |
| 
 | |
| -- called for example by yl_speak_up.eval_all_preconditions to see if the player
 | |
| -- can reach quest_step in quest quest_id
 | |
| yl_speak_up.quest_step_possible = function(player, quest_step, quest_id, n_id, d_id, o_id)
 | |
| 	-- TODO: evaluate that
 | |
| 	-- TODO: the *previous* quest step needs to have been reached
 | |
| 	-- TODO: the quest step *after* this quest step hasn't been reached (does that work?)
 | |
| 	-- TODO: the quest needs to be owned by the player, the player be an authorized tester,
 | |
| 	--       or the quest be in the official released stage
 | |
| --	minetest.chat_send_player("singleplayer", "TESTING quest step "..tostring(quest_step).." for quest "..tostring(quest_id))
 | |
| 	return true
 | |
| end
 | |
| 
 | |
| 
 | |
| -- sets quest_step in quest_id for player as achieved
 | |
| -- called for example by yl_speak_up.execute_all_relevant_effects if the action was
 | |
| yl_speak_up.quest_step_reached = function(player, quest_step, quest_id, n_id, d_id, o_id)
 | |
| 	-- TODO: check again if it's possible? we don't want to step back in the quest_step chain
 | |
| 	-- TODO: actually store the quest progress
 | |
| --	minetest.chat_send_player("singleplayer", "SETTING quest step "..tostring(quest_step).." for quest "..tostring(quest_id))
 | |
| end
 | |
| 
 | |
| 
 | |
| 
 | |
| -- load all known quests
 | |
| yl_speak_up.load_all_quests = function()
 | |
| 	for var_name, var_data in pairs(yl_speak_up.player_vars) do
 | |
| 		local var_type = yl_speak_up.get_variable_metadata(var_name, "var_type")
 | |
| 		if(var_type == "quest") then
 | |
| 			local data = yl_speak_up.get_variable_metadata(var_name, "quest_data", true)
 | |
| 			if(data and data["quest_nr"]) then
 | |
| 				yl_speak_up.load_quest("q_"..tostring(data["quest_nr"]))
 | |
| 			end
 | |
| 		end
 | |
| 	end
 | |
| end
 | |
| 
 | |
| -- do so on startup and reload
 | |
| yl_speak_up.load_all_quests()
 |