-- store which player is monitoring the NPC (for preconditions and -- effects) yl_speak_up.debug_mode_set_by_player = {} -- for sending debug information about preconditions and effects to -- the player who is monitoring the NPC -- (sometimes it is not easy/obvious to see why something failed) yl_speak_up.debug_msg = function(player, n_id, o_id, text) local dname = yl_speak_up.debug_mode_set_by_player[ n_id ] -- nobody cares if(not(dname)) then return end local pname = player:get_player_name() local d_id = yl_speak_up.speak_to[pname].d_id minetest.chat_send_player(dname, "[NPC "..tostring(n_id)..": ".. tostring(pname).."] <"..tostring(d_id).." "..tostring(o_id).. "> "..tostring(text)) end -- a chat command for entering and leaving debug mode; needs to be a chat command -- because the player may have wandered off from his NPC and get too many messages -- without a quick way to get rid of them otherwise minetest.register_chatcommand( 'npc_talk_debug', { description = "Sets you as debugger for the yl_speak_up-NPC with the ID .\n".. " lists the NPC you are currently debugging.\n".. " turns debug mode off again.", privs = {npc_talk_owner}, func = function(pname, param) if(param and param == "off") then local count = 0 for k, v in pairs(yl_speak_up.debug_mode_set_by_player) do if(v and v == pname) then yl_speak_up.debug_mode_set_by_player[ k ] = nil count = count + 1 minetest.chat_send_player(pname, "You are no longer ".. "debugging the NPC with the ID "..tostring(k)..".") end end minetest.chat_send_player(pname, "Removed you as debugger of ".. tostring(count).." NPCs.") return elseif(not(param) or param == "" or param == "list") then local count = 0 local text = "You are currently debugging the NPCs with the following IDs:\n" for k, v in pairs(yl_speak_up.debug_mode_set_by_player) do if(v and v == pname) then count = count + 1 text = text.." "..tostring(k) end end if(count == 0) then text = text.." - none -" else text = text.."\nTo turn debugging off, call this command with the ".. "parameter ." end minetest.chat_send_player(pname, text) return elseif(not(yl_speak_up.may_edit_npc(minetest.get_player_by_name(pname), n_id))) then minetest.chat_send_player(pname, "You do not have the necessary privs to ".. "edit that NPC.") return else yl_speak_up.debug_mode_set_by_player[ param ] = pname minetest.chat_send_player(pname, "You are now receiving debug information ".. "for NPC "..tostring(param)..".\nTo turn that off, type ".. "\"/npc_talk_debug off\".") end end }); -- evaluate those preconditions of type "function" (set by the staff) -- and execute those effects/results of type "function" (set by the staff) -- WARNING: This is extremly powerful! -- The code is taken out of the function -- calculate_displayable_options(..) -- (written by AliasAlreadyTaken). -- It requires the npc_master priv to add or edit this prereq. -- The function is called by -- * yl_speak_up.eval_precondition and -- * yl_speak_up.eval_effect. yl_speak_up.eval_and_execute_function = function(player, x_v, id_prefix) local pname = player:get_player_name() --minetest.chat_send_all("this is in a single prereq or effect: "..dump(x_v)) local x_id = x_v[ id_prefix.. "id" ] if x_v[ id_prefix.."type" ] ~= "function" then return true end local code = x_v[ id_prefix.."value" ] if code:byte(1) == 27 then local obj = yl_speak_up.speak_to[pname].obj local n_id = yl_speak_up.speak_to[pname].n_id local npc = get_number_from_id(n_id) if obj:get_luaentity() and tonumber(npc) then minetest.log("error","[MOD] yl_speak_up: NPC with ID n_"..npc.." at position "..minetest.pos_to_string(obj:get_pos(),0).." could not compile the content of "..x_id.." :"..dump(code) .. " because of illegal bytecode for player "..pname) else minetest.log("error","[MOD] yl_speak_up: NPC with ID unknown could not compile the content of "..x_id.." :"..dump(code) .. " for player unknown because of illegal bytecode") end end local param = "playername" if( id_prefix == "r_") then param = "player" end local f, msg = loadstring("return function("..param..") " .. code .. " end") if not f then local obj = yl_speak_up.speak_to[pname].obj local n_id = yl_speak_up.speak_to[pname].n_id local npc = get_number_from_id(n_id) if obj:get_luaentity() and tonumber(npc) then minetest.log("error","[MOD] yl_speak_up: NPC with ID n_"..npc.." at position "..minetest.pos_to_string(obj:get_pos(),0).." could not compile the content of "..x_id.." :"..dump(code) .. " for player "..pname) else minetest.log("error","[MOD] yl_speak_up: NPC with ID unknown could not compile the content of "..x_id.." :"..dump(code) .. " for player unknown") end else local func = f() local ok, ret = pcall(func,pname) if not ok then local obj = yl_speak_up.speak_to[pname].obj local n_id = yl_speak_up.speak_to[pname].n_id local npc = get_number_from_id(n_id) if obj:get_luaentity() and tonumber(npc) then minetest.log("error","[MOD] yl_speak_up: NPC with ID n_"..npc.." at position "..minetest.pos_to_string(obj:get_pos(),0).." could not execute the content of "..x_id.." :"..dump(code) .. " for player "..pname) else minetest.log("error","[MOD] yl_speak_up: NPC with ID unknown could not execute the content of "..x_id.." :"..dump(code) .. " for player unknown") end end if type(ret) == "boolean" then return ret end end -- fallback return false end -- These two functions -- * yl_speak_up.input_fs_edit_option_related and -- * yl_speak_up.get_fs_edit_option_related -- are very similar for preconditions and effects. Therefore they're called here -- with a lot of parameters. fs_edit_preconditions.lua and fs_edit_effects.lua -- contain only wrappers. yl_speak_up.input_fs_edit_option_related = function(player, formname, fields, id_prefix, element_list_name, max_entries_allowed, element_desc, tmp_data_cache, text_ask_for_punching, values_what, values_operator, values_block, values_trade, values_inv, check_what, check_operator, check_block, check_trade, check_inv, get_sorted_player_var_list_function, formspec_input_to ) if(not(player)) then return end local pname = player:get_player_name() -- what are we talking about? local n_id = yl_speak_up.speak_to[pname].n_id local d_id = yl_speak_up.speak_to[pname].d_id local o_id = yl_speak_up.speak_to[pname].o_id local x_id = yl_speak_up.speak_to[pname][ id_prefix.."id"] -- this only works in edit mode if(not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id) then return end -- delete precondition if(fields.delete_element) then local dialog = yl_speak_up.speak_to[pname].dialog if(dialog and dialog.n_dialogs and x_id and dialog.n_dialogs[d_id] and dialog.n_dialogs[d_id].d_options and dialog.n_dialogs[d_id].d_options[o_id]) then -- actually delete the element dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ][ x_id ] = nil -- record this as a change, but do not save do disk yet table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..tostring(d_id)..": "..element_desc.." "..tostring( x_id ).. " deleted for option "..tostring(o_id)..".") -- TODO: when trying to save: save to disk as well? -- show the new/changed element -- go back to the edit option dialog (after all we just deleted the prerequirement) yl_speak_up.show_fs(player, "msg", { input_to = "yl_speak_up:"..formspec_input_to, formspec = "size[6,2]".. "label[0.2,0.5;"..element_desc.." \"".. minetest.formspec_escape(tostring( x_id )).. "\" has been deleted.]".. "button[1.5,1.5;2,0.9;back_from_delete_element;Back]"}) return end end if(fields.select_block_pos) then minetest.chat_send_player(pname, text_ask_for_punching) -- this formspec expects the block punch: yl_speak_up.speak_to[pname].expect_block_punch = formspec_input_to return end -- field inputs: those do not trigger a sending of the formspec on their own -- are we talking about an inventory? -- (inventory only applies to preconditions; not effects) local data = yl_speak_up.speak_to[pname][ tmp_data_cache ] if(fields.inv_stack_name and fields.inv_stack_name ~= "" and id_prefix == "p_" and data and data.what and data.what >= 5 and data.what <= 6) then local parts = fields.inv_stack_name:split(" ") local size = 1 if(parts and #parts > 1) then size = tonumber(parts[2]) if(not(size) or size < 1) then size = 1 end end -- does the item exist? if(minetest.registered_items[ parts[1] ]) then data.inv_stack_name = parts[1].." "..tostring(size) else -- show error message yl_speak_up.show_fs(player, "msg", { input_to = "yl_speak_up:"..formspec_input_to, formspec = "size[8,2]".. "label[0.2,0.5;Error: \"".. minetest.formspec_escape(fields.inv_stack_name).. "\" is not a valid item(stack).]".. "button[1.5,1.5;2,0.9;back_from_error_msg;Back]"}) return end -- comparison value for a variable (same for both preconditions and effects) elseif(fields.var_cmp_value and data and data.what and data.what == 2) then data.var_cmp_value = fields.var_cmp_value -- text for a chat message elseif(fields.chat_msg_text and data and data.what and data.what == 6 and id_prefix == "r_") then data.chat_msg_text = fields.chat_msg_text end -- the save button was pressed if(fields.save_element and data and data.what and values_what[ data.what ]) then -- for creating the new prerequirement; normal elements: p_type, p_value, p_id local v = {} -- determine p_type v[ id_prefix.."type" ] = values_what[ data.what ] local dialog = yl_speak_up.speak_to[pname].dialog if(not(dialog) or not(dialog.n_dialogs) or not(dialog.n_dialogs[d_id]) or not(dialog.n_dialogs[d_id].d_options) or not(dialog.n_dialogs[d_id].d_options[o_id])) then -- this really should not happen during the normal course of operation -- (only if the player sends forged formspec data or a bug occoured) minetest.chat_send_player(pname, "Dialog or option does not exist.") return end local elements = dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ] if(not(elements)) then dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ] = {} elements = dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ] x_id = "new" end -- set x_id appropriately if(not(x_id) or x_id == "new") then x_id = id_prefix..yl_speak_up.find_next_id(elements) end v[ id_prefix.."id" ] = x_id local sorted_key_list = yl_speak_up.sort_keys(elements) if( x_id == "new" and #sorted_key_list >= max_entries_allowed) then -- this really should not happen during the normal course of operation -- (only if the player sends forged formspec data or a bug occoured) minetest.chat_send_player(pname, "Maximum number of allowed entries exceeded.") return end -- "an internal state (i.e. of a quest)", -- 2 if(data.what == 2) then v[ id_prefix.."value" ] = "expression" v[ id_prefix.."operator" ] = values_operator[ data.operator ] v[ id_prefix.."var_cmp_value" ] = (data.var_cmp_value or "") v[ id_prefix.."variable" ] = data.variable_name -- "a block somewhere", -- 3 elseif(data.what == 3) then v[ id_prefix.."value" ] = values_block[ data.block ] if(not(data.block_pos) or not(data.node_data) or not(data.node_data.name)) then yl_speak_up.show_fs(player, "msg", { input_to = "yl_speak_up:"..formspec_input_to, formspec = "size[8,2]".. "label[0.2,0.5;Error: Please select a block first!]".. "button[1.5,1.5;2,0.9;back_from_error_msg;Back]"}) return end -- for "node_is_air", there is no need to store node name and parameter if(v[ id_prefix.."value" ] and (v[ id_prefix.."value" ] == "node_is_like" or v[ id_prefix.."value" ] == "node_is_diffrent_from")) then v[ id_prefix.."node" ] = data.node_data.name v[ id_prefix.."param2" ] = data.node_data.param2 end -- we also need to store the position of the node v[ id_prefix.."pos" ] = {x = data.block_pos.x, y = data.block_pos.y, z = data.block_pos.z } -- "I can't punch it. The block is as the block *above* the one I punched.", if(id_prefix == "p_" and data.block == 5) then v.p_pos.y = v.p_pos.y + 1 end -- "a trade", -- 4 -- (only for preconditions; not for effects) elseif(data.what == 4 and id_prefix == "p_") then -- this depends on the trade associated with that option; therefore, -- it does not need any more parameters (they come dynamicly from the -- trade) v.p_value = values_trade[ data.trade ] -- "the inventory of the player", -- 5 -- "the inventory of the NPC", -- 6 -- (only for preconditions; not for effects) elseif((data.what == 5 or data.what == 6) and id_prefix == "p_") then v.p_value = values_inv[ data.inv ] if(v.p_value and v.p_value ~= "inv_is_empty") then -- we have checked this value earlier on v[ "p_itemstack" ] = data.inv_stack_name end -- "NPC crafts soemthing", -- 4 -- (only for effects; not for preconditions) elseif(data.what and id_prefix == "r_" and data.what == 4) then local player_inv = player:get_inventory() if(player_inv:get_stack("craftpreview", 1):is_empty()) then yl_speak_up.show_fs(player, "msg", { input_to = "yl_speak_up:"..formspec_input_to, formspec = "size[8,2]".. "label[0.2,0.5;Error: Please prepare your craft grid first!".. "\nYour NPC needs to know what to craft.]".. "button[1.5,1.5;2,0.9;back_from_error_msg;Back]"}) return end -- store the craft result (Note: the craft result may change in the future -- if the server changes its craft result, making this craft invalid) v[ "r_value" ] = player_inv:get_stack("craftpreview", 1):to_string() v[ "r_craft_grid"] = {} for i = 1, 9 do -- store all the indigrents of the craft grid table.insert( v[ "r_craft_grid" ], player_inv:get_stack("craft", i):to_string()) end -- "go to other dialog if the action (i.e. trade) failed", -- 5 -- (only for effects; not for preconditions) elseif(data.what and id_prefix == "r_" and data.what == 5) then v[ "r_value" ] = data.on_failure -- "send a chat message to all players", -- 6 -- (only for effects; not for preconditions) elseif(data.what and id_prefix == "r_" and data.what == 6) then data.chat_msg_text = fields.chat_msg_text -- allow saving only if the placeholders are all present -- (reason for requiring them: players and server owners ought to -- be able to see who is responsible for a message) if(not(string.find(data.chat_msg_text, "%$NPC_NAME%$")) or not(string.find(data.chat_msg_text, "%$PLAYER_NAME%$")) or not(string.find(data.chat_msg_text, "%$OWNER_NAME%$"))) then yl_speak_up.show_fs(player, "msg", { input_to = "yl_speak_up:"..formspec_input_to, formspec = "size[9,2.5]".. "label[0.2,0.5;Error: Your chat message needs to contain ".. "the following\nplaceholders: $NPC_NAME$, ".. "$PLAYER_NAME$ and $OWNER_NAME$.\nThat way, other ".. "players will know who sent the message.]".. "button[1.5,2.0;2,0.9;back_from_error_msg;Back]"}) return end v[ "r_value" ] = data.chat_msg_text end -- only save if something was actually selected if(v[ id_prefix.."value"]) then if(not(dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ])) then dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ] = {} end -- store the change in the dialog dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ][ x_id ] = v -- clear up data yl_speak_up.speak_to[pname][ id_prefix.."id" ] = nil yl_speak_up.speak_to[pname][ tmp_data_cache ] = nil -- record this as a change, but do not save do disk yet table.insert(yl_speak_up.npc_was_changed[ n_id ], "Dialog "..tostring(d_id)..": "..element_desc.." "..tostring(x_id).. " added/changed for option "..tostring(o_id)..".") -- TODO: when trying to save: save to disk as well? -- show the new/changed precondition yl_speak_up.show_fs(player, formspec_input_to, x_id) return end end -- selections in a dropdown menu (they trigger sending the formspec) -- select a general direction/type first if(fields.select_what) then local nr = table.indexof(check_what, fields.select_what) yl_speak_up.speak_to[pname][ tmp_data_cache ] = { what = nr } -- select a subtype for the "a trade" selection elseif(fields.select_trade) then local nr = table.indexof(check_trade, fields.select_trade) yl_speak_up.speak_to[pname][ tmp_data_cache ].trade = nr -- select a subtype for the inventory selection (player or NPC) elseif(fields.select_inv) then local nr = table.indexof(check_inv, fields.select_inv) yl_speak_up.speak_to[pname][ tmp_data_cache ].inv = nr -- select data regarding a block elseif(fields.select_block) then local nr = table.indexof(check_block, fields.select_block) yl_speak_up.speak_to[pname][ tmp_data_cache ].block = nr -- select data regarding a variable elseif(fields.select_variable) then -- get the list of available variables (with the same elements -- and the same sort order as when the dropdown was displayed) local var_list = get_sorted_player_var_list_function(pname) local nr = table.indexof(var_list, fields.select_variable) if(nr) then yl_speak_up.speak_to[pname][ tmp_data_cache ].variable = nr yl_speak_up.speak_to[pname][ tmp_data_cache ].variable_name = var_list[ nr ] end -- select data regarding an operator elseif(fields.select_operator) then local nr = table.indexof(check_operator, fields.select_operator) yl_speak_up.speak_to[pname][ tmp_data_cache ].operator = nr elseif(fields.select_on_failure) then -- in this case we really want the name of the target dialog yl_speak_up.speak_to[pname][ tmp_data_cache ].on_failure = fields.select_on_failure end -- the player wants to change/edit a precondition if(not(fields.back) and (fields.change_element or fields.select_what or fields.select_trade or fields.select_inv or fields.select_block or fields.select_variable or fields.select_operator or fields.select_on_failure or fields.back_from_error_msg)) then yl_speak_up.show_fs(player, formspec_input_to) return end -- go back to the edit option dialog yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = n_id, d_id = d_id, o_id = o_id, caller= formspec_input_to}) end yl_speak_up.get_fs_edit_option_related = function(player, table_click_result, id_prefix, element_list_name, max_entries_allowed, element_desc, tmp_data_cache, what_do_you_want_txt, check_what, check_operator, check_block, check_trade, check_inv, get_sorted_player_var_list_function, show_element_function, table_of_name, text_variable, text_select_operator, text_select_value, text_block_position) if(not(player)) then return "" end local pname = player:get_player_name() -- what are we talking about? local n_id = yl_speak_up.speak_to[pname].n_id local d_id = yl_speak_up.speak_to[pname].d_id local o_id = yl_speak_up.speak_to[pname].o_id local x_id = yl_speak_up.speak_to[pname][ id_prefix.."id" ] -- this only works in edit mode if(not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id) then return "size[1,1]label[0,0;You cannot edit this NPC.]" end local dialog = yl_speak_up.speak_to[pname].dialog if(not(dialog) or not(dialog.n_dialogs) or not(dialog.n_dialogs[d_id]) or not(dialog.n_dialogs[d_id].d_options) or not(dialog.n_dialogs[d_id].d_options[o_id])) then return "size[4,1]label[0,0;Dialog option does not exist.]" end local elements = dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ] if(not(elements)) then elements = {} end -- did we arrive here through clicking on an element in the dialog edit options menu? if(table_click_result or elements[ table_click_result ]) then if(not(elements[ table_click_result ])) then -- which element has the player selected? local sorted_key_list = yl_speak_up.sort_keys(elements) local selected = minetest.explode_table_event(table_click_result) -- use "new" if nothing fits x_id = "new" if((selected.type == "CHG" or selected.type == "DLC") and selected.row <= #sorted_key_list) then x_id = sorted_key_list[ selected.row ] end if( x_id == "new" and #sorted_key_list >= max_entries_allowed) then return "size[9,1.5]".. "label[0.2,0.0;There are only up to ".. minetest.formspec_escape(yl_speak_up.max_result_effects).. " "..element_desc.."s allowed per dialog option.]".. "button[2.0,0.8;1.0,0.9;back;Back]" end else -- allow to directly specify a x_id to show x_id = table_click_result end -- store which element we are talking about yl_speak_up.speak_to[pname][ id_prefix.."id" ] = x_id -- display the selected element if(x_id ~= "new") then return "formspec_version[3]".. "size[20,3]".. "bgcolor[#00000000;false]".. "label[0.2,0.5;Selected "..element_desc..":]".. "tablecolumns[text;color,span=1;text;text]".. "table[0.2,0.8;19.6,0.7;"..table_of_name..";".. minetest.formspec_escape(elements[ x_id ][ id_prefix.."id"]).. ",#FFFF00,".. minetest.formspec_escape(elements[ x_id ][ id_prefix.."type"]).. ",".. minetest.formspec_escape( show_element_function(elements[ x_id ]))..";0]".. "button[2.0,1.8;1.5,0.9;delete_element;Delete]".. "button[4.0,1.8;1.5,0.9;change_element;Change]".. "button[6.0,1.8;1,0.9;back;Back]" end end -- did the player get here through punching a block in the meantime? local block_pos = yl_speak_up.speak_to[pname].block_punched yl_speak_up.speak_to[pname].block_punched = nil local data = yl_speak_up.speak_to[pname][ tmp_data_cache ] if(not(data) or not(data.what)) then data = { what = 1} end -- fallback if(not(x_id)) then x_id = "new" end local save_button = "button[5.0,9.3;1,0.7;save_element;Save]" local formspec = "formspec_version[3]".. "size[20,10]".. "label[5,0.5;Edit "..element_desc.." \""..minetest.formspec_escape(x_id).."\"]".. "label[0.2,1.5;"..what_do_you_want_txt.."]".. "label[0.2,2.0;Something regarding...]".. "dropdown[4.0,1.8;14.0,0.6;select_what;".. table.concat(check_what, ",")..";".. tostring(data.what)..";]".. "label[1,8.5;If you are unsure if your setup of pre(C)onditions and (Ef)fects ".. "works as intended,\ntype \"/npc_talk_debug "..tostring(n_id).."\" ".. "in chat in order to enter debug mode. You can leave it with ".. "\"/npc_talk_debug off\".]".. "button[3.0,9.3;1,0.7;back;Abort]" -- "an internal state (i.e. of a quest)", -- 2 -- (state is the second offered option in both preconditions and effects list) if(data.what and data.what == 2) then if(not(data.variable) or data.variable == 1) then data.variable = 1 -- not enough selected yet for saving save_button = "" elseif(not(data.operator) or data.operator == 1) then data.operator = 1 save_button = "" end local field_for_value = "field[11.2,4.8;7.0,0.6;var_cmp_value;;".. minetest.formspec_escape(data.var_cmp_value or "- enter value -").."]" -- do not show value input field for unary operators -- (unary operators are diffrent for prerequirements and effects) if(not(data.operator) or (id_prefix == "p_" and (data.operator == 1 or data.operator >= 8)) or (id_prefix == "r_" and (data.operator == 3))) then field_for_value = "label[11.2,5.1;- not used for this operator -]" end -- the list of available variables needs to be extended with the ones -- the player has read access to, and the order has to be constant -- (because dropdown just returns an index) local var_list = get_sorted_player_var_list_function(pname) formspec = formspec.. "label[0.2,3.3;"..text_variable.."]".. "label[0.2,4.3;Name of variable:]".. "dropdown[0.2,4.8;6.5,0.6;select_variable;".. table.concat(var_list, ",")..";".. tostring(data.variable)..";]".. "label[7.0,4.3;"..text_select_operator.."]".. "dropdown[7.0,4.8;4.0,0.6;select_operator;".. table.concat(check_operator, ",")..";".. tostring(data.operator)..";]".. "label[11.2,4.3;"..text_select_value.."]".. field_for_value -- "a block somewhere", -- 3 -- (block is the third offered option in both preconditions and effects list) elseif(data.what and data.what == 3) then local block_pos_str = "- none set -" local node = {name = "- unknown -", param2 = "- unkown -"} if(not(block_pos) and data and data.block_pos) then block_pos = data.block_pos end local error_is_protected = "" if(block_pos) then -- store for later usage data.block_pos = block_pos local tmp_pos = {x=block_pos.x, y=block_pos.y, z=block_pos.z} -- "I can't punch it. The block is as the block *above* the one I punched.", -- (only valid for preconditions; not for effects - because the player and -- his NPC need to be able to build there) if(data.block and id_prefix == "p_" and data.block == 5) then tmp_pos.y = block_pos.y + 1 end -- effects (and, likewise, preconditions): the player at least has to be able to -- build at that position - check that if(minetest.is_protected(tmp_pos, pname)) then error_is_protected = "label[0.2,7.8;Error: ".. "The position you punched is protected. It cannot be used by ".. "your NPC for checks or building. Please select a diffrent block!]" block_pos = nil data.block_pos = nil else block_pos_str = minetest.pos_to_string(tmp_pos) node = minetest.get_node_or_nil(tmp_pos) if(not(node)) then node = {name = "- unknown -", param2 = "- unkown -"} end -- "There shall be air instead of this block.", -- (only valid for preconditions) if(data.block and id_prefix == "p_" and data.block == 3) then node = {name = "air", param2 = 0} end -- cache that (in case a sapling grows or someone else changes it) data.node_data = node end end if(node.name == "- unknown -") then save_button = "" end if(not(data.block) or data.block == 1) then data.block = 1 -- not enough selected yet for saving save_button = "" end formspec = formspec.. "label[0.2,3.3;"..text_block_position.."]".. "dropdown[4.0,3.5;16.0,0.6;select_block;".. table.concat(check_block, ",")..";".. tostring(data.block)..";]".. "label[0.2,4.8;Position of the block:]".. "label[4.0,4.8;"..minetest.formspec_escape(block_pos_str).."]".. "label[0.2,5.8;Name of block:]".. "label[4.0,5.8;"..minetest.formspec_escape(node.name).."]".. "label[0.2,6.8;Orientation (param2):]".. "label[4.0,6.8;"..minetest.formspec_escape(node.param2).."]".. "button_exit[10.0,5.5;4.0,0.7;select_block_pos;Set position of block]".. "tooltip[select_block_pos;Click on this button to select a block.\n".. "This menu will close and you will be asked to punch\n".. "the block at the position you want to check or change.\n".. "After punching it, you will be returned to this menu.]".. error_is_protected -- "a trade", -- 4 -- (trade - only for preconditions; effects have something else here) elseif(data.what and id_prefix == "p_" and data.what == 4) then if(not(data.trade) or data.trade == 1) then data.trade = 1 -- not enough selected yet for saving save_button = "" end formspec = formspec.. "label[0.2,3.3;If the action is a trade, the following shall be true:]".. "dropdown[4.0,3.5;16.0,0.6;select_trade;".. table.concat(check_trade, ",")..";".. tostring(data.trade)..";]" -- "the inventory of the player", -- 5 -- "the inventory of the NPC", -- 6 -- (inventory - only for preconditions; effects have something else here) elseif(data.what and id_prefix == "p_" and data.what >= 5 and data.what <= 6) then if(not(data.inv) or data.inv == 1) then data.inv = 1 -- not enough selected yet for saving save_button = "" end formspec = formspec.. "label[0.2,3.3;The following shall be true about the inventory:]".. "dropdown[4.0,3.5;16.0,0.6;select_inv;".. table.concat(check_inv, ",")..";".. tostring(data.inv)..";]".. "label[0.2,4.5;Name of the item(stack):]".. "field[4.0,4.3;16.0,0.6;inv_stack_name;;"..(data.inv_stack_name or "").."]".. "tooltip[inv_stack_name;Enter name of the block and amount.\n".. "Example: \"default:apple 3\" for three apples,\n".. " \"farming:bread\" for a bread.]" -- "NPC crafts soemthing", -- 4 -- (craft - only for effects - not for preconditions) elseif(data.what and id_prefix == "r_" and data.what == 4) then formspec = formspec.. "label[8,2.6;Your invnetory:]".. "list[current_player;main;8,3;8,4;]".. "label[1,3.1;Your craft grid:]".. "list[current_player;craft;1,3.5;3,3;]".. "list[current_player;craftpreview;5.8,4.75;1,1;]".. "image[4.6,4.8;1,1;gui_furnace_arrow_bg.png^[transformR270]".. "label[1,8.0;Use your craft grid to show your NPC what to craft ".. "and how. Click on \"Save\" to save.]" -- "go to other dialog if the action (i.e. trade) failed", -- 5 -- (on_failure - only for effects - not for preconditions) elseif(data.what and id_prefix == "r_" and data.what == 5) then local dialog = yl_speak_up.speak_to[pname].dialog local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs) local nr = 1 if(not(data) or not(data.on_failure)) then save_button = "" else nr = table.indexof(sorted_dialog_list, data.on_failure) end formspec = formspec.. "label[0.2,3.3;If the action *failed* (i.e. the player didn't trade),]".. "label[0.2,3.8;switch to the following dialog:]".. "dropdown[5.0,3.5;6.5,0.6;select_on_failure;".. table.concat(sorted_dialog_list, ",")..";".. tostring(nr)..";]" -- "send a chat message to all players" -- 6 elseif(data.what and id_prefix == "r_" and data.what == 6) then local text = "$NPC_NAME$ (owned by $OWNER_NAME$) announces: $PLAYER_NAME$ ".. "- example; please enter the text -" if(data and data.chat_msg_text) then text = data.chat_msg_text end formspec = formspec.. "label[0.2,3.3;Send the following chat message to *all* players:]".. "label[0.2,4.1;Message:]".. "field[2.0,3.8;16.0,0.6;chat_msg_text;;".. minetest.formspec_escape(tostring(text)).."]".. "label[0.2,5.3;Note: Your chat message needs to contain the following placeholders,".. " which will be replaced automaticly like in dialog texts:".. "\n$NPC_NAME$, $PLAYER_NAME$ and $OWNER_NAME$.]" end return formspec..save_button end