forked from Sokomine/yl_speak_up
added fs_show_all_var_values.lua
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18b8529b3b
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420452e4ff
@ -86,8 +86,15 @@ yl_speak_up.input_fs_manage_variables = function(player, formname, fields)
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end
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end
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-- show all stored values for a variable in a table
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if(fields and fields.show_stored_values_for_var) then
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yl_speak_up.show_fs(player, "msg", {
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input_to = "yl_speak_up:manage_variables",
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formspec = yl_speak_up.fs_show_all_var_values(player, pname, var_name)
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})
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return
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-- delete (empty) variable
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-- delete (empty) variable
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if(fields
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elseif(fields
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and ((fields.delete_variable and fields.delete_variable ~= "")
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and ((fields.delete_variable and fields.delete_variable ~= "")
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or (fields.delete_unused_variable and fields.delete_unused_variable ~= ""))
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or (fields.delete_unused_variable and fields.delete_unused_variable ~= ""))
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and var_name) then
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and var_name) then
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@ -341,9 +348,12 @@ yl_speak_up.get_fs_manage_variables = function(player, param)
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"label[0.2,7.05;This variable is used by the following "..
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"label[0.2,7.05;This variable is used by the following "..
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minetest.colorize("#FFFF00", tostring(c2)).." node positions:\n\t"..
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minetest.colorize("#FFFF00", tostring(c2)).." node positions:\n\t"..
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-- those are only pos_to_string(..) - no need to formspec_escape that
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-- those are only pos_to_string(..) - no need to formspec_escape that
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minetest.colorize("#FFFF00", list_of_node_pos_users)..".]"
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minetest.colorize("#FFFF00", list_of_node_pos_users)..".]"..
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"button[0.2,8.05;4.0,0.6;show_stored_values_for_var;Show all stored values]"..
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"tooltip[show_stored_values_for_var;A diffrent value can be stored for each "..
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"player.\nShow these values in a table.]"
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end
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end
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return "size[16,8.5]"..
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return "size[16,11.5]"..
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"label[5.0,0.0;* Manage your variables *]"..
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"label[5.0,0.0;* Manage your variables *]"..
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"label[0.2,0.8;Note: Each variable will store a diffrent value for each player who "..
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"label[0.2,0.8;Note: Each variable will store a diffrent value for each player who "..
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"interacts with the NPC.\n"..
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"interacts with the NPC.\n"..
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@ -363,7 +373,5 @@ yl_speak_up.get_fs_manage_variables = function(player, param)
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)..
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)..
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additional_buttons..
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additional_buttons..
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"button[0.0,0.2;1.0,0.6;back;Back]"..
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"button[0.0,0.2;1.0,0.6;back;Back]"..
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"button[6.0,8.0;1.0,0.6;back;Back]"
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"button[6.0,11.0;1.0,0.6;back;Back]"
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end
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end
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64
fs_show_all_var_values.lua
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64
fs_show_all_var_values.lua
Normal file
@ -0,0 +1,64 @@
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-- called only by mange_variables formspec
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yl_speak_up.fs_show_all_var_values = function(player, pname, var_name)
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-- wrong parameters? no need to show an error message here
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if(not(var_name) or not(pname) or not(player)) then
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return ""
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end
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-- TODO: check if the player really has read access to this variable
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var_name = yl_speak_up.restore_complete_var_name(var_name, pname)
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-- player names with values as key; normally the player name is the key and
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-- the value the value - but that would be a too long list to display, and
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-- so we rearrange the array for display here
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local players_with_value = {}
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-- the diffrent values that exist
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local values = {}
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local var_data = yl_speak_up.player_vars[ var_name ]
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local count_players = 0
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for player_name, v in pairs(var_data) do
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-- metadata is diffrent and not of relevance here
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if(player_name and player_name ~= "$META$" and v) then
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if(not(players_with_value[ v ])) then
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players_with_value[ v ] = {}
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table.insert(values, v)
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end
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table.insert(players_with_value[ v ], player_name)
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count_players = count_players + 1
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end
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end
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-- the values ought to be shown in a sorted way
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table.sort(values)
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-- construct the lines that shall form the table
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local lines = {"#FFFFFF,Value:,#FFFFFF,Players for which this value is stored:"}
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for i, v in ipairs(values) do
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table.insert(lines,
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"#FFFF00,"..minetest.formspec_escape(v)..",#CCCCCC,"..
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-- text, prefix, line_length, max_lines
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yl_speak_up.wrap_long_lines_for_table(
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table.concat(players_with_value[ v ], ", "),
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",,,#CCCCCC,", 80, 8))
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end
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-- true here means: lines are already sorted;
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-- ",": don't insert blank lines between entries
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local formspec = yl_speak_up.print_as_table_prepare_formspec(lines, "table_of_variable_values",
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"back_from_msg", "Back", true, ",",
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"color,span=1;text;color,span=1;text") -- the table columns
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table.insert(formspec,
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"label[18.0,1.8;"..
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minetest.formspec_escape("For variable \""..
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minetest.colorize("#FFFF00", tostring(var_name or "- ? -"))..
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"\", these values are stored:").."]")
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if(values and #values > 0) then
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table.insert(formspec,
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"label[18.0,31.0;The variable holds "..
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minetest.colorize("#FFFF00", tostring(#values)).." diffrent values for "..
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minetest.colorize("#FFFF00", tostring(count_players)).." diffrent players.]")
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else
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table.insert(formspec,
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"label[18.0,31.0;The variable does not currently hold any stored values.]")
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end
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return table.concat(formspec, "\n")
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end
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2
init.lua
2
init.lua
@ -53,6 +53,8 @@ dofile(modpath .. "trade_simple.lua")
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dofile(modpath .. "trade_list.lua")
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dofile(modpath .. "trade_list.lua")
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-- as the name says: list which npc acesses a variable how and in which context
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-- as the name says: list which npc acesses a variable how and in which context
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dofile(modpath .. "fs_get_list_of_usage_of_variable.lua")
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dofile(modpath .. "fs_get_list_of_usage_of_variable.lua")
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-- show which values are stored for which player in a quest variable
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dofile(modpath .. "fs_show_all_var_values.lua")
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-- manage quest variables: add, delete, manage access rights etc.
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-- manage quest variables: add, delete, manage access rights etc.
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dofile(modpath .. "fs_manage_variables.lua")
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dofile(modpath .. "fs_manage_variables.lua")
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-- handle variables for quests for player-owned NPC
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-- handle variables for quests for player-owned NPC
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