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