forked from Sokomine/yl_speak_up
added formspecs for precondition setup
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841581d4fd
commit
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@ -1,4 +1,82 @@
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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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-- 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.",
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"The player has the item(s) needed to pay the price.",
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"The NPC ran out of stock.",
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"The player cannot afford the price.",
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}
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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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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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-- 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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-- 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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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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@ -8,12 +86,65 @@ yl_speak_up.input_fs_edit_preconditions = function(player, formname, fields)
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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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-- TODO: make save work
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-- TODO: check parameters
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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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-- 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(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) 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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@ -21,7 +152,7 @@ end
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yl_speak_up.get_fs_edit_preconditions = function(player, table_click_result)
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if(not(player) or not(table_click_result)) then
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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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@ -29,6 +160,7 @@ yl_speak_up.get_fs_edit_preconditions = function(player, table_click_result)
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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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@ -47,17 +179,176 @@ yl_speak_up.get_fs_edit_preconditions = function(player, table_click_result)
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if(not(prereq)) then
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prereq = {}
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end
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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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local 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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-- did we arrive here through clicking on a prereq in the dialog edit options menu?
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if(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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-- 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(prereq[ p_id ].p_value)..";0]"..
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"button[2.0,1.8;1.5,0.9;delete_prereq;Delete]"..
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"button[4.0,1.8;1.5,0.9;change_prereq;Change]"..
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"button[6.0,1.8;1,0.9;back;Back]"
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end
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end
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minetest.chat_send_player("singleplayer","input: "..minetest.serialize(table_click_result))
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return "size[4,1.5]label[0,0;Formspec: edit preconditions\n-> "..tostring(p_id).."]"..
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"button[1,1.0;1,1.0;back;Back]"
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-- did the player get here through punching a block in the meantime?
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local block_pos = yl_speak_up.speak_to[pname].block_punched
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yl_speak_up.speak_to[pname].block_punched = nil
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local data = yl_speak_up.speak_to[pname].tmp_prereq
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if(not(data) or not(data.what)) then
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data = { what = 1}
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end
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-- fallback
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if(not(p_id)) then
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p_id = "new"
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end
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local save_button = "button[5.0,9.0;1,0.7;save_prereq;Save]"
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local formspec =
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"formspec_version[3]"..
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"size[20,10]"..
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"label[5,0.5;Edit pre(C)ondition \""..minetest.formspec_escape(p_id).."\"]"..
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"label[0.2,1.5;What do you want to check in this precondition?]"..
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"label[0.2,2.0;Something regarding...]"..
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"dropdown[4.0,1.8;14.0,0.6;select_what;"..
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table.concat(check_what, ",")..";"..
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tostring(data.what)..";]"..
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"button[3.0,9.0;1,0.7;back;Abort]"
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-- "an internal state (i.e. of a quest)", -- 2
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if(data.what and data.what == 2) then
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if(not(data.variable) or data.variable == 1) then
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data.variable = 1
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-- not enough selected yet for saving
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save_button = ""
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elseif(not(data.operator) or data.operator == 1) then
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data.operator = 1
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save_button = ""
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end
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local field_for_value = "field[11.2,4.8;7.0,0.6;var_cmp_value;;]"
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-- do not show value input field for unary operators
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if(not(data.operator) or data.operator == 1 or data.operator >= 8) then
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field_for_value = "label[11.2,5.1;- not used for this operator -]"
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end
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-- TODO: the list of available variables needs to be extended
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-- with the ones the player has read access to
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formspec = formspec..
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"label[0.2,3.3;The following expression shall be true:]"..
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"label[0.2,4.3;Name of variable:]"..
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"dropdown[0.2,4.8;6.5,0.6;select_variable;"..
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table.concat(check_variable, ",")..";"..
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tostring(data.variable)..";]"..
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"label[7.0,4.3;Operator:]"..
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"dropdown[7.0,4.8;4.0,0.6;select_operator;"..
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table.concat(check_operator, ",")..";"..
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tostring(data.operator)..";]"..
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"label[11.2,4.3;Value to compare with:]"..
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field_for_value
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-- "a trade", -- 4
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elseif(data.what and data.what == 4) then
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if(not(data.trade) or data.trade == 1) then
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data.trade = 1
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-- not enough selected yet for saving
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save_button = ""
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end
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formspec = formspec..
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"label[0.2,3.3;If the action is a trade, the following shall be true:]"..
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"dropdown[4.0,3.5;16.0,0.6;select_trade;"..
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table.concat(check_trade, ",")..";"..
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tostring(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 and data.what >= 5 and data.what <= 6) then
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if(not(data.inv) or data.inv == 1) then
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data.inv = 1
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-- not enough selected yet for saving
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save_button = ""
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end
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formspec = formspec..
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"label[0.2,3.3;The following shall be true about the inventory:]"..
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"dropdown[4.0,3.5;16.0,0.6;select_inv;"..
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table.concat(check_inv, ",")..";"..
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tostring(data.inv)..";]"..
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"label[0.2,4.5;Name of the item(stack):]"..
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"field[4.0,4.3;16.0,0.6;inv_stack_name;;]"..
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"tooltip[inv_stack_name;Enter name of the block and amount.\n"..
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"Example: \"default:apple 3\" for three apples,\n"..
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" \"farming:bread\" for a bread.]"
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-- "a block somewhere", -- 3
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elseif(data.what and data.what == 3) then
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local block_pos_str = "- none set -"
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local node = {name = "- unknown -", param2 = "- unkown -"}
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if(not(block_pos) and data and data.block_pos) then
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block_pos = data.block_pos
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end
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if(block_pos) then
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-- store for later usage
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data.block_pos = block_pos
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tmp_pos = {x=block_pos.x, y=block_pos.y, z=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 and data.block == 5) then
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tmp_pos.y = block_pos.y + 1
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end
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block_pos_str = minetest.pos_to_string(tmp_pos)
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node = minetest.get_node_or_nil(tmp_pos)
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if(not(node)) then
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node = {name = "- unknown -", param2 = "- unkown -"}
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end
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-- "There shall be air instead of this block.",
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if(data.block and data.block == 3) then
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node = {name = "air", param2 = 0}
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end
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-- cache that (in case a sapling grows or someone else changes it)
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data.node_data = node
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end
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if(node.name == "- unknown -") then
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save_button = ""
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end
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if(not(data.block) or data.block == 1) then
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data.block = 1
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-- not enough selected yet for saving
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save_button = ""
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end
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formspec = formspec..
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"label[0.2,3.3;The following shall be true about the block:]"..
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"dropdown[4.0,3.5;16.0,0.6;select_block;"..
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table.concat(check_block, ",")..";"..
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tostring(data.block)..";]"..
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"label[0.2,4.8;Position of the block:]"..
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"label[4.0,4.8;"..minetest.formspec_escape(block_pos_str).."]"..
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"label[0.2,5.8;Name of block:]"..
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"label[4.0,5.8;"..minetest.formspec_escape(node.name).."]"..
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"label[0.2,6.8;Orientation (param2):]"..
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"label[4.0,6.8;"..minetest.formspec_escape(node.param2).."]"..
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"button_exit[10.0,5.5;4.0,0.7;select_block_pos;Set position of block]"..
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"tooltip[select_block_pos;Click on this button to select a block.\n"..
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"This menu will close and you will be asked to punch\n"..
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"the block at the position you want to check.\n"..
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"After punching it, you will be returned to this menu.]"
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end
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return formspec..save_button
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end
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