yl_speak_up/fs_manage_quests.lua

155 lines
7.4 KiB
Lua

-- helper functions for yl_speak_up.input_fs_manage_quests(..)
-- returns the index of the new quest
yl_speak_up.input_fs_manage_quests_add_new_entry = function(pname, entry_name)
local res = yl_speak_up.add_quest(pname, entry_name,
"Name of your quest",
"Enter a longer description here for describing the quest "..
"to players who search for one.",
"Enter a short description here describing what the quest is about.",
"Room for comments/notes")
-- might make sense to show the error message somewhere
if(res ~= "OK") then
return res
end
-- the new entry will be somewhere in it
local quest_list = yl_speak_up.get_sorted_quest_list(pname)
return table.indexof(quest_list, entry_name)
end
-- helper functions for yl_speak_up.input_fs_manage_quests(..)
-- returns a text describing if deleting the quest worked
yl_speak_up.input_fs_manage_quests_del_old_entry = function(pname, entry_name)
-- get q_id from entry_name
local q_id = yl_speak_up.get_quest_id_by_var_name(entry_name, pname)
return yl_speak_up.del_quest(q_id, pname)
end
-- helper functions for yl_speak_up.input_fs_manage_quests(..)
-- implements all the functions that are specific to managing quests and not part of
-- general item management
yl_speak_up.input_fs_manage_quests_check_fields = function(player, formname, fields, quest_name, list_of_entries)
local pname = player:get_player_name()
if(not(quest_name)) then
quest_name = ""
end
if(fields and fields.show_variable) then
yl_speak_up.show_fs(player, "manage_variables", {var_name = quest_name})
return
end
-- this function didn't have anything to do
return "NOTHING FOUND"
end
-- makes use of yl_speak_up.input_fs_manage_general and is thus pretty short
yl_speak_up.input_fs_manage_quests = function(player, formname, fields)
local pname = player:get_player_name()
if(fields and fields.manage_quest_steps and fields.manage_quest_steps ~= "") then
-- the quest we're working at is stored in yl_speak_up.speak_to[pname].q_id
yl_speak_up.show_fs(player, "manage_quest_steps")
return
end
local quest_list = yl_speak_up.get_sorted_quest_list(pname)
local res = yl_speak_up.input_fs_manage_general(player, formname, fields,
-- what_is_the_list_about, min_length, max_length, function_add_new_entry,
"quest", 2, 80,
yl_speak_up.input_fs_manage_quests_add_new_entry,
quest_list,
yl_speak_up.input_fs_manage_quests_del_old_entry,
yl_speak_up.input_fs_manage_quests_check_fields)
return true
end
yl_speak_up.get_fs_manage_quests = function(player, param)
local pname = player:get_player_name()
local quest_list = yl_speak_up.get_sorted_quest_list(pname)
local formspec = {}
if(param and param ~= "") then
local index = table.indexof(quest_list, param)
yl_speak_up.speak_to[pname].tmp_index_general = index + 1
end
table.insert(formspec, "size[18,12]"..
"label[0.2,1.2;A quest is a linear sequence of quest steps. Quests can "..
"depend on and influence other quests.\n"..
"Progress for each player is stored in a variable. The name of "..
"that variable cannot be changed after creation.]")
local selected = yl_speak_up.get_fs_manage_general(player, param,
formspec, quest_list,
"Create quest",
"Create a new varialbe with the name\n"..
"you entered in the field to the left.",
"quest",
"Enter the name of the new quest you want to create.\n"..
"You can't change this name afterwards. But you *can*\n"..
"add and change a human readable description later on.",
"If you click here, the selected quest will be deleted.\n"..
"This will only be possible if it's not used anywhere.")
if(not(selected) or selected == "") then
return table.concat(formspec, "")
end
local var_name = yl_speak_up.restore_complete_var_name(selected, pname)
local quest = {}
for q_id, data in pairs(yl_speak_up.quests) do
if(data and data.var_name and data.var_name == var_name) then
quest = data
end
end
local quest_state_selected = table.indexof({"created","testing","open","official"}, quest.state)
if(quest_state_selected == -1) then
quest_state_selected = 1
end
-- index 1 is "Add variable:"
table.insert(formspec, "button[12,2.15;4.5,0.6;show_variable;Show and edit this variable]")
table.insert(formspec, "scroll_container[0,3;18,8;scr0;vertical;1]")
table.insert(formspec, "button[12,0.15;4.5,0.6;manage_quest_steps;Manage quest steps]")
table.insert(formspec, "label[0.5,0.5;Quest ID:]")
table.insert(formspec, "label[3.5,0.5;"..minetest.formspec_escape(quest.id or "- ? -").."]")
table.insert(formspec, "label[0.5,1.1;State:]")
table.insert(formspec, "dropdown[3.5,0.8;4.0,0.5;quest_state;created,testing,open,official;"..tostring(quest_state_selected).."]")
table.insert(formspec, "label[0.5,1.7;Creator/Owner:]")
table.insert(formspec, "field[3.5,1.4;4.0,0.5;quest_owner;;"..minetest.formspec_escape(quest.owner or "- ? -").."]")
table.insert(formspec, "label[0.5,2.3;Name:]")
table.insert(formspec, "field[3.5,2.0;13.0,0.5;quest_name;;"..minetest.formspec_escape(quest.name or "- ? -").."]")
table.insert(formspec, "label[0.5,2.9;Short Description:]")
table.insert(formspec, "field[3.5,2.6;13.0,0.5;quest_short_desc;;"..minetest.formspec_escape(quest.short_desc or "- ? -").."]")
table.insert(formspec, "label[0.5,3.5;Full Description:]")
table.insert(formspec, "textarea[3.5,3.2;13.0,1.5;quest_desc;;"..minetest.formspec_escape(quest.description or "- ? -").."]")
table.insert(formspec, "label[0.5,5.1;Internal comment:]")
table.insert(formspec, "textarea[3.5,4.8;13.0,1.5;quest_comment;;"..minetest.formspec_escape(quest.comment or "- ? -").."]")
table.insert(formspec, "button[3.5,6.5;4.0,0.8;save_changes;TODO Save changes]")
table.insert(formspec, "scroll_container_end[]")
-- TODO: make the content of the fields and textareas more readable (more contrast)
-- TODO: actually process and store changed entries
--[[
-- TODO: entries that are not yet shown:
quest.var_name = var_name -- name of the variable where progress is stored for each player
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
quest.locations = {} -- list of locations that contribute to this quest
-- -> derived from quest.var_name
quest.items = {} -- data of quest items created and accepted
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
--]]
-- store the quest ID so that we know what we're working at
yl_speak_up.speak_to[pname].q_id = quest.id
return table.concat(formspec, "")
end