added quest_step_reached

This commit is contained in:
Sokomine 2023-08-06 03:30:33 +02:00
parent 7a98d0c44f
commit dd5ea7e38f
5 changed files with 38 additions and 4 deletions

View File

@ -77,6 +77,7 @@ yl_speak_up.execute_next_action = function(player, a_id, result_of_a_id)
local actions = {} local actions = {}
local effects = {} local effects = {}
local sorted_key_list = {} local sorted_key_list = {}
local d_option = {}
if(dialog if(dialog
and dialog.n_dialogs and dialog.n_dialogs
and dialog.n_dialogs[d_id] and dialog.n_dialogs[d_id]
@ -86,6 +87,8 @@ yl_speak_up.execute_next_action = function(player, a_id, result_of_a_id)
actions = dialog.n_dialogs[d_id].d_options[o_id].actions actions = dialog.n_dialogs[d_id].d_options[o_id].actions
-- needed later on when all actions are executed -- needed later on when all actions are executed
effects = dialog.n_dialogs[d_id].d_options[o_id].o_results effects = dialog.n_dialogs[d_id].d_options[o_id].o_results
-- needed later for setting quest_step (optional)
d_option = dialog.n_dialogs[d_id].d_options[o_id]
end end
if(actions) then if(actions) then
-- sort the actions so that we can execute them always in the -- sort the actions so that we can execute them always in the
@ -256,7 +259,7 @@ yl_speak_up.execute_next_action = function(player, a_id, result_of_a_id)
yl_speak_up.debug_msg(player, n_id, o_id, "All actions have been executed successfully. ".. yl_speak_up.debug_msg(player, n_id, o_id, "All actions have been executed successfully. "..
"Doing effects/results now.") "Doing effects/results now.")
-- execute all effects/results -- execute all effects/results
local res = yl_speak_up.execute_all_relevant_effects(player, effects, o_id, true) local res = yl_speak_up.execute_all_relevant_effects(player, effects, o_id, true, d_option)
local target_dialog = res.next_dialog local target_dialog = res.next_dialog
yl_speak_up.speak_to[pname].o_id = nil yl_speak_up.speak_to[pname].o_id = nil
yl_speak_up.speak_to[pname].a_id = nil yl_speak_up.speak_to[pname].a_id = nil

View File

@ -44,11 +44,20 @@ end
-- was encountered after an unsuccessful action *or* right after an -- was encountered after an unsuccessful action *or* right after an
-- effect that returned false. -- effect that returned false.
-- Note: In edit mode, effects will *not* be executed. -- Note: In edit mode, effects will *not* be executed.
yl_speak_up.execute_all_relevant_effects = function(player, effects, o_id, action_was_successful) yl_speak_up.execute_all_relevant_effects = function(player, effects, o_id, action_was_successful, d_option)
local target_dialog = "" local target_dialog = ""
local pname = player:get_player_name() local pname = player:get_player_name()
local n_id = yl_speak_up.speak_to[pname].n_id local n_id = yl_speak_up.speak_to[pname].n_id
if(not(effects)) then if(not(effects)) then
-- it may still be necessary to set the quest step
if(d_option and d_option.quest_id and d_option.quest_step) then
local d_id = yl_speak_up.speak_to[pname].d_id
yl_speak_up.debug_msg(player, n_id, o_id, "Setting quest step \""..
tostring(d_option.quest_step).."\" in quest \""..
tostring(d_option.quest_id).."\".")
yl_speak_up.quest_step_reached(player, d_option.quest_step, d_option.quest_id,
n_id, d_id, o_id)
end
yl_speak_up.debug_msg(player, n_id, o_id, "No effects given.") yl_speak_up.debug_msg(player, n_id, o_id, "No effects given.")
-- no effects? Then...return to the start dialog -- no effects? Then...return to the start dialog
return {next_dialog = "", alternate_text = nil} return {next_dialog = "", alternate_text = nil}
@ -127,6 +136,7 @@ yl_speak_up.execute_all_relevant_effects = function(player, effects, o_id, actio
yl_speak_up.debug_msg(player, n_id, o_id, "Aborted executing effects at ".. yl_speak_up.debug_msg(player, n_id, o_id, "Aborted executing effects at "..
tostring(r.r_id)..". New target dialog: "..tostring(r.r_value)..".") tostring(r.r_id)..". New target dialog: "..tostring(r.r_value)..".")
-- we also stop execution here -- we also stop execution here
-- any quest step is NOT set (because effects and/or action weren't successful)
return {next_dialog = r.r_value, alternate_text = r.alternate_text} return {next_dialog = r.r_value, alternate_text = r.alternate_text}
end end
last_result = res last_result = res
@ -141,6 +151,16 @@ yl_speak_up.execute_all_relevant_effects = function(player, effects, o_id, actio
target_dialog = "d_got_item" target_dialog = "d_got_item"
end end
end end
-- it may still be necessary to set the quest step
if(d_option and d_option.quest_id and d_option.quest_step) then
local d_id = yl_speak_up.speak_to[pname].d_id
yl_speak_up.debug_msg(player, n_id, o_id, "Setting quest step \""..
tostring(d_option.quest_step).."\" in quest \""..
tostring(d_option.quest_id).."\".")
yl_speak_up.quest_step_reached(player, d_option.quest_step, d_option.quest_id,
n_id, d_id, o_id)
end
return {next_dialog = target_dialog, alternate_text = alternate_text} return {next_dialog = target_dialog, alternate_text = alternate_text}
end end

View File

@ -871,8 +871,9 @@ yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id, alternate_text, rec
-- no actions shall be executed -- no actions shall be executed
local o_id = go_to_next_dialog local o_id = go_to_next_dialog
local effects = active_dialog.d_options[o_id].o_results local effects = active_dialog.d_options[o_id].o_results
local d_option = active_dialog.d_options[o_id]
-- execute all effects/results -- execute all effects/results
local res = yl_speak_up.execute_all_relevant_effects(player, effects, o_id, true) local res = yl_speak_up.execute_all_relevant_effects(player, effects, o_id, true, d_option)
local target_dialog = res.next_dialog local target_dialog = res.next_dialog
yl_speak_up.speak_to[pname].o_id = nil yl_speak_up.speak_to[pname].o_id = nil
yl_speak_up.speak_to[pname].a_id = nil yl_speak_up.speak_to[pname].a_id = nil

View File

@ -130,10 +130,11 @@ yl_speak_up.get_fs_trade_list = function(player, show_dialog_option_trades)
local do_o_id = yl_speak_up.eval_trade_list_preconditions(player) local do_o_id = yl_speak_up.eval_trade_list_preconditions(player)
if(do_o_id) then if(do_o_id) then
local effects = dialog.n_dialogs["d_trade"].d_options[do_o_id].o_results local effects = dialog.n_dialogs["d_trade"].d_options[do_o_id].o_results
local d_option = dialog.n_dialogs["d_trade"].d_options[do_o_id]
-- the return value is of no intrest here - we won't be showing another dialog, -- the return value is of no intrest here - we won't be showing another dialog,
-- and alternate_text isn't relevant either; we just do the effects and then show -- and alternate_text isn't relevant either; we just do the effects and then show
-- the trade list -- the trade list
local res = yl_speak_up.execute_all_relevant_effects(player, effects, do_o_id, true) local res = yl_speak_up.execute_all_relevant_effects(player, effects, do_o_id, true, d_option)
end end
if(not(yl_speak_up.may_edit_npc(player, n_id))) then if(not(yl_speak_up.may_edit_npc(player, n_id))) then

View File

@ -757,3 +757,12 @@ yl_speak_up.quest_step_possible = function(player, quest_step, quest_id, n_id, d
-- minetest.chat_send_player("singleplayer", "TESTING quest step "..tostring(quest_step).." for quest "..tostring(quest_id)) -- minetest.chat_send_player("singleplayer", "TESTING quest step "..tostring(quest_step).." for quest "..tostring(quest_id))
return true return true
end 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