yl_speak_up/fs_npc_list.lua
2023-07-21 20:35:22 +02:00

453 lines
15 KiB
Lua

-- keeps a list of NPC with some data; Index: n_id
-- is saved to disk
yl_speak_up.npc_list = {}
-- list of objects of the NPC; Index: n_id
-- no point in saving this to disk
yl_speak_up.npc_list_objects = {}
-- file to store the list of NPC for the "/npc_talk list" command
yl_speak_up.npc_list_path = minetest.get_worldpath().."/yl_speak_up_npc_list.data"
-- pre-calculated lines for the NPC list (only which ones are shown and how some columns
-- are colored varies per player)
yl_speak_up.cache_general_npc_list_lines = {}
-- we need to remember which NPC was shown to the player in which order; index: player name
yl_speak_up.cache_npc_list_per_player = {}
-- which table column is the player using for sorting?
yl_speak_up.sort_npc_list_per_player = {}
-- add/update data about NPC self with dialog dialog (optional)
-- force_store ought to be true if something important has been changed
yl_speak_up.update_npc_data = function(self, dialog, force_store)
-- is this a properly indexed npc?
if(not(self) or not(self.yl_speak_up) or not(self.yl_speak_up.id)) then
return
end
local is_known = not(not(yl_speak_up.npc_list[self.yl_speak_up.id]))
-- who else may edit this NPC - that is stored in the dialog
local may_edit = {}
local desc = ""
local trades = {}
if(dialog) then
may_edit = dialog.n_may_edit
desc = dialog.n_description
-- maybe update this only when the trades are updated?
if(dialog.trades) then
for k, v in pairs(dialog.trades) do
if(v.buy and v.pay and v.buy[1] and v.pay[1]) then
table.insert(trades, {v.buy[1], v.pay[1]})
end
end
end
elseif(is_known) then
local old = yl_speak_up.npc_list[self.yl_speak_up.id]
may_edit = old.may_edit
desc = old.desc
trades = old.trades
end
local created_at = 0
if(is_known) then
created_at = yl_speak_up.npc_list[self.yl_speak_up.id].created_at
else
created_at = os.time()
end
local pos = {}
if(self.object) then
pos = self.object:get_pos()
if(pos) then
pos = { x = math.floor(pos.x or 0),
y = math.floor(pos.y or 0),
z = math.floor(pos.z or 0)}
else
pos = { x=0, y=0, z=0}
end
end
-- only store real, important properties
local properties = {}
for k, v in pairs(self.yl_speak_up.properties or {}) do
if(string.sub(k, 1, 5) ~= "self.") then
properties[k] = v
end
end
-- update the information we have on the NPC
yl_speak_up.npc_list[self.yl_speak_up.id] = {
typ = self.name,
name = self.yl_speak_up.npc_name,
desc = desc,
owner = self.owner,
may_edit = may_edit,
trades = trades,
pos = pos,
properties = properties,
created_at = created_at,
muted = self.yl_speak_up.talk,
}
-- the current object will change after deactivate; there is no point in storing
-- it over server restart
yl_speak_up.npc_list_objects[self.yl_speak_up.id] = self.object
-- if we didn't know about this NPC before then by all means store the data
if(not(is_known) or force_store) then
yl_speak_up.npc_list_store()
end
end
yl_speak_up.npc_list_load = function()
local file,err = io.open( yl_speak_up.npc_list_path, "rb")
if (file == nil) then
yl_speak_up.npc_list = {}
return
end
local data = file:read("*all")
file:close()
yl_speak_up.npc_list = minetest.deserialize(data)
end
yl_speak_up.npc_list_store = function()
local file,err = io.open( yl_speak_up.npc_list_path, "wb")
if (file == nil) then
return
end
file:write(minetest.serialize(yl_speak_up.npc_list))
file:close()
end
-- provides a list of NPC the player can edit
yl_speak_up.command_npc_talk_list = function(pname, rest)
if(not(pname)) then
return
end
-- check if there are any loaded entities handled by yl_speak_up that
-- are *not* in the list yet
local liste = {}
for k,v in pairs(minetest.luaentities) do
if(v and v.yl_speak_up and v.yl_speak_up.id) then
if(not(yl_speak_up.npc_list[v.yl_speak_up.id])) then
local dialog = yl_speak_up.load_dialog(v.yl_speak_up.id, nil)
yl_speak_up.update_npc_data(v, dialog, false)
else
yl_speak_up.update_npc_data(v, nil, false)
end
end
end
-- store the updated list
yl_speak_up.npc_list_store()
-- update the information for display
yl_speak_up.build_cache_general_npc_list_lines()
-- clear the stored NPC list and calculate it anew
yl_speak_up.cache_npc_list_per_player[pname] = {}
-- Note: show_fs cannot be used here as that expects the player to be talking to an actual npc
yl_speak_up.show_fs_ver(pname, "yl_speak_up:show_npc_list",
yl_speak_up.get_fs_show_npc_list(pname, nil))
end
-- allow to sort the npc list, display more info on one NPC etc.
yl_speak_up.input_show_npc_list = function(player, formname, fields)
local pname = player:get_player_name()
if(fields.show_npc_list) then
local selected = minetest.explode_table_event(fields.show_npc_list)
-- sort by column
if(selected.row == 1) then
local old_sort = yl_speak_up.sort_npc_list_per_player[pname] or 0
-- reverse sort
if(old_sort == selected.column) then
yl_speak_up.sort_npc_list_per_player[pname] = -1 * selected.column
else -- sort by new col
yl_speak_up.sort_npc_list_per_player[pname] = selected.column
end
-- show the update
yl_speak_up.show_fs_ver(pname, "yl_speak_up:show_npc_list",
yl_speak_up.get_fs_show_npc_list(pname, nil))
return
else
-- show details about a specific NPC
yl_speak_up.show_fs_ver(pname, "yl_speak_up:show_npc_list",
yl_speak_up.get_fs_show_npc_list(pname, selected.row))
return
end
end
return
end
-- the entries for the "/npc_talk list" NPC list are generally the same for all
-- - except that not all lines are shown to each player and that some
-- lines might be colored diffrently
yl_speak_up.build_cache_general_npc_list_lines = function()
-- small helper function to suppress the display of zeros
local show_if_bigger_null = function(value, do_count)
if(do_count and value) then
local anz = 0
for k, v in pairs(value) do
anz = anz + 1
end
value = anz
end
if(value and value > 0) then
return tostring(value)
else
return ""
end
end
-- the real priv names would be far too long
local short_priv_name = {
precon_exec_lua = 'pX',
effect_exec_lua = 'eX',
effect_give_item = 'eG',
effect_take_item = 'eT',
effect_move_player = 'eM',
}
yl_speak_up.cache_general_npc_list_lines = {}
for k, data in pairs(yl_speak_up.npc_list) do
local data = yl_speak_up.npc_list[k]
local n = (data.name or "- ? -")
if(data.desc and data.desc ~= "") then
n = n..', '..(data.desc or "")
end
-- is the NPC muted?
local npc_color = (yl_speak_up.nametag_color_when_not_muted or '#FFFFFF')
if(data.muted ~= nil and data.muted == false) then
npc_color = (yl_speak_up.nametag_color_when_muted or '#FFFFFF')
end
-- is the NPC loaded?
local is_loaded_color = '#777777'
if(yl_speak_up.npc_list_objects[k]) then
is_loaded_color = '#FFFFFF'
end
-- is it a generic NPC?
local n_id = 'n_'..tostring(k)
local is_generic = ''
if(yl_speak_up.generic_dialogs[n_id]) then
is_generic = 'G'
end
-- does the NPC have extra privs?
local priv_list = ''
if(yl_speak_up.npc_priv_table[n_id]) then
for priv, has_it in pairs(yl_speak_up.npc_priv_table[n_id]) do
priv_list = priv_list..tostring(short_priv_name[priv])..' '
end
end
yl_speak_up.cache_general_npc_list_lines[k] = {
id = k, -- keep for sorting
is_loaded_color = is_loaded_color,
n_id = n_id,
is_generic = is_generic,
npc_color = npc_color, -- muted or not
-- npc_color is diffrent for each player
n_name = minetest.formspec_escape(n),
owner = minetest.formspec_escape(data.owner or '- ? -'),
is_loaded_color = is_loaded_color,
anz_trades = show_if_bigger_null(#data.trades),
anz_properties = show_if_bigger_null(data.properties, true),
anz_editors = show_if_bigger_null(data.may_edit, true),
pos = minetest.formspec_escape(minetest.pos_to_string(data.pos)),
priv_list = priv_list,
}
end
end
-- allow to toggle between trade entries and full log
-- Note: takes pname instead of player(object) as first parameter
yl_speak_up.get_fs_show_npc_list = function(pname, selected_row)
-- which NPC can the player edit?
local level = 0
if( minetest.check_player_privs(pname, {npc_master=true})
or minetest.check_player_privs(pname, {npc_talk_master=true})
or minetest.check_player_privs(pname, {npc_talk_admin=true})) then
level = 2
elseif(minetest.check_player_privs(pname, {npc_talk_owner=true})) then
level = 1
end
if(level < 1) then
return "size[5,1]label[0,0;Error: You do not have the npc_talk_owner priv.]"
end
local formspec_start = 'size[18,14.7]'..
-- 'button[0.5,11.1;17,0.8;',
-- back_link,
-- ']'..
'label[4.5,0.5;List of all NPC (that you can edit)]'..
-- 'button[0.5,0.1;3,0.8;',
-- log_type_switch,
-- ']',
'tablecolumns[' ..
'color;text,align=right;'.. -- the ID
'color;text,align=center;'.. -- is the NPC a generic one?
'color;text,align=left;'.. -- the name of the NPC
'color;text,align=center;'.. -- the name of the owner of the NPC
'color;text,align=right;'.. -- number of trades offered
'color;text,align=right;'.. -- number of properties set
'color;text,align=right;'.. -- number of people who can edit NPC
'color;text,align=center;'.. -- last known position
'color;text,align=center]'.. -- does he have extra privs?
'table[0.1,1.0;17.8,9.8;show_npc_list;'
-- add information about a specific NPC (selected row)
local info_current_row = ''
if(selected_row
and selected_row > 1
and yl_speak_up.cache_npc_list_per_player[pname]
and yl_speak_up.cache_npc_list_per_player[pname][selected_row-1]) then
local k = yl_speak_up.cache_npc_list_per_player[pname][selected_row-1]
local data = yl_speak_up.npc_list[k]
local line = yl_speak_up.cache_general_npc_list_lines[k]
if(data) then
local edit_list = {data.owner}
if(data.may_edit) then
for e, t in pairs(data.may_edit or {}) do
table.insert(edit_list, e)
end
end
local n_id = 'n_'..tostring(k)
local priv_list = {}
if(yl_speak_up.npc_priv_table[n_id]) then
for priv, has_it in pairs(yl_speak_up.npc_priv_table[n_id]) do
table.insert(priv_list, priv)
end
else
priv_list = {'- none -'}
end
local prop_text = 'label[3.0,2.0;- none -]'
if(data.properties) then
local prop_list = {}
for k, v in pairs(data.properties) do
table.insert(prop_list, minetest.formspec_escape(
tostring(k)..' = '..tostring(v)))
end
if(#prop_list > 0) then
prop_text = 'dropdown[3.0,1.8;8,0.6;properties;'..
table.concat(prop_list, ',')..';;]'
end
end
-- TODO is_generic
-- TODO edit, visit button
info_current_row =
'container[0.1,11.2]'..
'label[0.1,0.0;Name, Desc:]'..
'label[3.0,0.0;'..tostring(line.n_name)..']'..
'label[0.1,0.5;Typ:]'..
'label[3.0,0.5;'..
minetest.formspec_escape(tostring(data.typ or '- ? -'))..']'..
'label[10.1,0.5;First seen at:]'..
'label[13.1,0.5;'..
minetest.formspec_escape(tostring(data.created_at or '- ? -'))..']'..
'label[0.1,1.0;Can be edited by:]'..
'label[3.0,1.0;'..
minetest.formspec_escape(table.concat(edit_list, ', '))..']'..
'label[0.1,1.5;Has the privs:]'..
'label[3.0,1.5;'..
minetest.formspec_escape(table.concat(priv_list, ', '))..']'..
'label[0.1,2.0;Properties:]'..
prop_text..
'container_end[]'
end
else
selected_row = 1
info_current_row = 'label[0.1,11.2;Click on a column name/header in order to sort by '..
'that column.\nClick it again in order to reverse sort order.\n'..
'Click on a row to get more information about a specific NPC.\n'..
'Only NPC that can be edited by you are shown.]'
end
local formspec = {}
-- TODO: blocks may also be talked to
local tmp_liste = {}
for k, v in pairs(yl_speak_up.npc_list) do
if(level == 2
or (v.owner and v.owner == pname)
or (v.may_edit and v.may_edit[pname])) then
table.insert(tmp_liste, k)
end
end
-- the columns with the colors count as well even though they can't be selected
-- (don't sort the first column by n_<id> STRING - sort by <id> NUMBER)
local col_names = {"id", "id", "is_generic", "is_generic", "n_name", "n_name",
"owner", "owner", "anz_trades", "anz_trades",
"anz_properties", "anz_properties", "anz_editors", "anz_editors",
"pos", "pos", "priv_list", "priv_list"}
local sort_col = yl_speak_up.sort_npc_list_per_player[pname]
if(not(sort_col) or sort_col == 0) then
table.sort(tmp_liste)
elseif(sort_col > 0) then
-- it is often more helpful to sort in descending order
local col_name = col_names[sort_col]
table.sort(tmp_liste, function(a, b)
return yl_speak_up.cache_general_npc_list_lines[a][col_name]
> yl_speak_up.cache_general_npc_list_lines[b][col_name]
end)
else
local col_name = col_names[sort_col * -1]
table.sort(tmp_liste, function(a, b)
return yl_speak_up.cache_general_npc_list_lines[a][col_name]
< yl_speak_up.cache_general_npc_list_lines[b][col_name]
end)
end
local col_headers = {'n_id', 'G', 'Name', 'Owner', '#Tr', '#Pr', '#Ed', 'Position', 'Privs'}
for i, k in ipairs(col_headers) do
if( sort_col and sort_col == (i * 2)) then
table.insert(formspec, 'yellow')
table.insert(formspec, 'v '..k..' v')
elseif(sort_col and sort_col == (i * -2)) then
table.insert(formspec, 'yellow')
table.insert(formspec, '^ '..k..' ^')
else
table.insert(formspec, '#FFFFFF')
table.insert(formspec, k)
end
end
yl_speak_up.cache_npc_list_per_player[pname] = tmp_liste
for i, k in ipairs(tmp_liste) do
local data = yl_speak_up.npc_list[k]
local line = yl_speak_up.cache_general_npc_list_lines[k]
-- own NPC are colored green, others white
local owner_color = '#FFFFFF'
if(data.owner == pname) then
owner_color = '#00FF00'
elseif (data.may_edit and data.may_edit[pname]) then
owner_color = '#FFFF00'
end
table.insert(formspec, line.is_loaded_color)
table.insert(formspec, line.n_id)
table.insert(formspec, 'orange')
table.insert(formspec, line.is_generic)
table.insert(formspec, line.npc_color)
table.insert(formspec, line.n_name)
table.insert(formspec, owner_color) -- diffrent for each player
table.insert(formspec, line.owner)
table.insert(formspec, line.is_loaded_color)
table.insert(formspec, line.anz_trades)
table.insert(formspec, line.is_loaded_color)
table.insert(formspec, line.anz_properties)
table.insert(formspec, owner_color) -- diffrent for each player
table.insert(formspec, line.anz_editors)
table.insert(formspec, line.is_loaded_color)
table.insert(formspec, line.pos)
table.insert(formspec, line.is_loaded_color)
table.insert(formspec, line.priv_list)
end
table.insert(formspec, ";"..selected_row.."]")
return formspec_start..table.concat(formspec, ',')..info_current_row..
'button_exit[0.1,14;19.6,0.6;exit;Exit]'
end
-- at load/reload of the mod: read the list of existing NPC
yl_speak_up.npc_list_load()