forked from Sokomine/yl_speak_up
435 lines
17 KiB
Lua
435 lines
17 KiB
Lua
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-- process input from formspec created in get_fs_edit_option_dialog(..)
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yl_speak_up.input_edit_option_dialog = function(player, formname, fields)
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if formname ~= "yl_speak_up:edit_option_dialog" 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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-- Is the player working on this particular npc?
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local edit_mode = (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id)
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if(not(edit_mode)) then
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return
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end
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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 dialog = yl_speak_up.speak_to[pname].dialog
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local n_dialog = dialog.n_dialogs[d_id]
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local d_option = n_dialog.d_options[o_id]
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if(fields.button_show_if_action_failed) then
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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,
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caller="show_if_action_failed"})
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return
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elseif(fields.button_show_if_action_succeeded) then
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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,
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caller="show_if_action_succeeded"})
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return
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end
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-- this meny is specific to an option for a dialog; if no dialog is selected, we really
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-- can't know what to do
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if(not(o_id) and d_id) then
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yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id})
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elseif(not(d_id)) then
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return
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end
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-- backwards compatibility to when this was a hidden field
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fields.o_id = o_id
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-- handles changes to o_text_when_prerequisites_met, target dialog, adding of a new dialog
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local result = yl_speak_up.edit_mode_apply_changes(pname, fields)
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-- if a new option was added or the target dialog of this one changed, display the right new option
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if(result and result["show_next_option"] and n_dialog.d_options[result["show_next_option"]]) then
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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 = result["show_next_option"],
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caller="show_next_option"})
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return
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end
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if(fields.save_option) then
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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="save_option"})
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return
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end
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-- back to the main dialog window?
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-- (this also happens when the last option was deleted)
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if(fields.show_current_dialog or fields.quit or fields.button_exit or not(d_option) or fields.del_option) then
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yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id})
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return
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end
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-- the player wants to see the previous option/answer
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if(fields.edit_option_prev) then
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-- sort all options by o_sort
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local sorted_list = yl_speak_up.get_sorted_options(n_dialog.d_options, "o_sort")
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local o_found = o_id
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for i, o in ipairs(sorted_list) do
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if(o == o_id and sorted_list[ i-1]) then
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o_found = sorted_list[ i-1 ]
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end
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end
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-- show that dialog; fallback: show the same (o_id) again
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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_found, caller="prev option"})
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return
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-- the player wants to see the next option/answer
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elseif(fields.edit_option_next) then
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-- sort all options by o_sort
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local sorted_list = yl_speak_up.get_sorted_options(n_dialog.d_options, "o_sort")
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local o_found = o_id
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for i, o in ipairs(sorted_list) do
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if(o == o_id and sorted_list[ i+1 ]) then
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o_found = sorted_list[ i+1 ]
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end
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end
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-- show that dialog; fallback: show the same (o_id) again
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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_found, caller="next option"})
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return
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-- the player clicked on a precondition
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elseif(fields.table_of_preconditions) then
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yl_speak_up.show_fs(player, "edit_preconditions", fields.table_of_preconditions)
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return
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-- the player clicked on an action
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elseif(fields.table_of_actions) then
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yl_speak_up.show_fs(player, "edit_actions", fields.table_of_actions)
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return
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-- the player clicked on an effect
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elseif(fields.table_of_effects) then
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yl_speak_up.show_fs(player, "edit_effects", fields.table_of_effects)
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return
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end
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-- if ESC is pressed or anything else unpredicted happens: go back to the main dialog edit window
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-- reason: don't loose any unsaved changes to the dialog
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yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id})
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end
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-- edit options (not via staff but via the "I am your owner" dialog)
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yl_speak_up.get_fs_edit_option_dialog = function(player, n_id, d_id, o_id, caller)
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-- n_id, d_id and o_id have already been checked when this function is called
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local pname = player:get_player_name()
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local dialog = yl_speak_up.speak_to[pname].dialog
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local n_dialog = dialog.n_dialogs[d_id]
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local d_option = n_dialog.d_options[o_id]
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-- currently no trade running (we're editing options)
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yl_speak_up.trade[pname] = nil
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yl_speak_up.speak_to[pname].trade_id = nil
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if(not(d_option)) then
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return "size[6,2]"..
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"label[0.2,0.5;Ups! Option "..minetest.formspec_escape(tostring(o_id))..
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" does not exist.]"..
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"button_exit[2,1.5;1,0.9;exit;Exit]"
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end
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-- remember which option we are working at (better than a hidden field)
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yl_speak_up.speak_to[pname].o_id = o_id
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-- are there any preconditions?
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local list_of_preconditions = ""
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local prereq = d_option.o_prerequisites
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local count_prereq = 0
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if(prereq) then
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local sorted_key_list = yl_speak_up.sort_keys(prereq)
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for i, k in ipairs(sorted_key_list) do
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local v = prereq[ k ]
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list_of_preconditions = list_of_preconditions..
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minetest.formspec_escape(v.p_id)..",#FFFF00,"..
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minetest.formspec_escape(v.p_type)..","..
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minetest.formspec_escape(
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yl_speak_up.show_precondition(v))..","
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count_prereq = count_prereq + 1
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end
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end
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if(count_prereq < yl_speak_up.max_prerequirements) then
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list_of_preconditions = list_of_preconditions..",#00FF00,add,Add a new pre(C)ondition"
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else
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list_of_preconditions = list_of_preconditions..",#AAAAAA,-,"..
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"Maximum amount of pre(C)onditions per option reached!"
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end
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-- build action list the same way as list of preconditions and effects
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local list_of_actions = ""
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local actions = d_option.actions
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local count_actions = 0
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local action_data = nil
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if(actions) then
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local sorted_key_list = yl_speak_up.sort_keys(actions)
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for i, k in ipairs(sorted_key_list) do
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local v = actions[ k ]
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list_of_actions = list_of_actions..
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minetest.formspec_escape(v.a_id)..",#FFFF00,"..
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minetest.formspec_escape(v.a_type)..","..
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minetest.formspec_escape(
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yl_speak_up.show_action(v))..","
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count_actions = count_actions + 1
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action_data = v
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end
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end
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if(count_actions < yl_speak_up.max_actions) then
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list_of_actions = list_of_actions..",#00FF00,add,Add a new (A)ction"
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else
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list_of_actions = list_of_actions..",#AAAAAA,-,"..
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"Maximum amount of (A)ctions per option reached!"
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end
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-- find the right target dialog for this option (if it exists)
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local target_dialog = nil
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-- and build the list of effects
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local list_of_effects = ""
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local results = d_option.o_results
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local count_effects = 0
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if(results) then
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local sorted_key_list = yl_speak_up.sort_keys(results)
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for i, k in ipairs(sorted_key_list) do
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local v = results[ k ]
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if v.r_type == "dialog" and dialog.n_dialogs[v.r_value] ~= nil then
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list_of_effects = list_of_effects..
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minetest.formspec_escape(v.r_id)..",#999999,"..
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minetest.formspec_escape(v.r_type)..","..
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minetest.formspec_escape(
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yl_speak_up.show_effect(v))..","
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-- there may be more than one in the data structure
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target_dialog = v.r_value
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elseif v.r_type ~= "dialog" then
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list_of_effects = list_of_effects..
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minetest.formspec_escape(v.r_id)..",#FFFF00,"..
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minetest.formspec_escape(v.r_type)..","..
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minetest.formspec_escape(
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yl_speak_up.show_effect(v))..","
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end
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count_effects = count_effects + 1
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end
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end
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if(count_effects < yl_speak_up.max_result_effects) then
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list_of_effects = list_of_effects..",#00FF00,add,Add a new (Ef)fect"
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else
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list_of_effects = list_of_effects..",#AAAAAA,-,"..
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"Maximum amount of allowed (Ef)fects per option reached!"
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end
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-- if no target dialog has been selected: default is to go to the dialog with d_sort 0
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if(not(target_dialog) or target_dialog == "" or not(dialog.n_dialogs[target_dialog])) then
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for d, v in pairs(dialog.n_dialogs) do
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if(v.d_sort and tonumber(v.d_sort) == 0) then
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target_dialog = d
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end
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end
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end
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-- this is the text the NPC will say in reaction to this answer
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local next_text = ""
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if(target_dialog and dialog.n_dialogs[target_dialog]) then
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next_text = dialog.n_dialogs[target_dialog].d_text
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end
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-- build the list of available dialogs for the dropdown list(s)
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local dialog_list = yl_speak_up.text_new_dialog_id
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local dialog_selected = "1"
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-- if there are dialogs defined
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if(dialog and dialog.n_dialogs) then
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-- the first entry will be "New dialog"
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local n = 1
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for k, v in pairs(dialog.n_dialogs) do
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dialog_list = dialog_list .. "," .. minetest.formspec_escape(v.d_id)
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-- which one is the current dialog?
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n = n + 1
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if(v.d_id == target_dialog) then
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dialog_selected = tostring(n)
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end
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end
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end
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if(not(target_dialog)) then
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target_dialog = "- none -"
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end
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-- offer the correct preselection for hidden/grey/show text
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local alternate_answer_option = "3"
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if(d_option.o_hide_when_prerequisites_not_met == "true") then
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alternate_answer_option = "1"
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elseif(d_option.o_grey_when_prerequisites_not_met == "true") then
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alternate_answer_option = "2"
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end
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-- can the button "prev(ious)" be shown?
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local button_prev = ""
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-- can the button "next" be shown?
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local button_next = ""
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-- sort all options by o_sort
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local sorted_list = yl_speak_up.get_sorted_options(n_dialog.d_options, "o_sort")
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local o_found = o_id
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local anz_options = 0
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for i, o in ipairs(sorted_list) do
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if(o == o_id and sorted_list[ i-1 ]) then
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button_prev = ""..
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"button[7.9,18.7;2.0,0.9;edit_option_prev;Prev]"..
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"tooltip[edit_option_prev;Go to previous option/answer "..
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"(according to o_sort).]"
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end
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if(o == o_id and sorted_list[ i+1 ]) then
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button_next = ""..
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"button[12.5,18.7;2.0,0.9;edit_option_next;Next]"..
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"tooltip[edit_option_next;Go to next option/answer "..
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"(according to o_sort).]"
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end
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anz_options = anz_options + 1
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end
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-- less than yl_speak_up.max_number_of_options_per_dialog options?
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local button_add = ""..
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"button[2.4,18.7;2.0,0.9;add_option;Add]"..
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"tooltip[add_option;Add a new option/answer to this dialog.]"
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if(anz_options >= yl_speak_up.max_number_of_options_per_dialog) then
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button_add = ""
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end
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local action_text = "label[0.2,12.1;"..
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"If the player completed the above action successfully, "..
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"apply the following (Ef)fects:]"..
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"button[17.0,11.7;4.0,0.7;button_show_if_action_failed;Show if it failed]"..
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"tooltip[button_show_if_action_failed;Click here to see what will happen "..
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"if the player\nfailed to execute the action successfully.]"
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if(count_actions == 0) then
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action_text = "label[0.2,12.1;"..
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"There is no (A)ction defined. Directly apply the following (Ef)fects:]"
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end
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if(caller == "show_if_action_failed") then
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action_text = "label[0.2,12.1;"..
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"If the player *failed* to complete the above action correctly,]"..
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"button[17.0,11.7;4.0,0.7;button_show_if_action_succeeded;Show if successful]"..
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"tooltip[button_show_if_action_succeeded;Click here to see what will happen "..
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"if the player\nexecuted the action successfully.]"
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if(action_data and action_data.a_on_failure
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and dialog.n_dialogs and dialog.n_dialogs[ action_data.a_on_failure]) then
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action_text = action_text..
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-- ..and what the NPC will reply to that answer
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"label[0.2,15.1;..the NPC will react to this failed action with the "..
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"following dialog \""..tostring(action_data.a_on_failure).."\":]"..
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"hypertext[1.2,15.5;19.6,2.5;d_text_next;<global background=#776666>"..
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"<normal>"..minetest.formspec_escape(tostring(
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dialog.n_dialogs[ action_data.a_on_failure ].d_text))..
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"\n</normal>]"..
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"tooltip[1.2,16.8;21.0,2.5;This is what the NPC will say next when "..
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"the player has failed to complete the action.]"
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else
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action_text = action_text..
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"label[0.2,15.1;..go back to the initial dialog.]"
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end
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else
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action_text = action_text..
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-- list of effects
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"tablecolumns[text;color,span=1;text;text]"..
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"table[1.2,12.4;19.6,2.0;table_of_effects;"..
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list_of_effects..";0]"..
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"tooltip[1.2,12.4;19.6,2.0;"..
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"*All* (Ef)fects are executed after the action (if there is\n"..
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"one defined in this option) has been completed successfully\n"..
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"by the player. If there is no action defined, then the\n"..
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"(Ef)fects will always be executed when this option here is\n"..
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"selected.\n"..
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"Please click on an (Ef)fect in order to edit or delete it!]"..
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-- allow to change the target dialog via a dropdown menu
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"dropdown[12.5,14.7;7.5,0.7;d_id_"..minetest.formspec_escape(o_id)..";"..
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dialog_list..";"..dialog_selected..",]"..
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"tooltip[12.5,14.7;7.5,0.7;Select the target dialog with which the NPC shall react "..
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"to this answer. Currently, dialog "..minetest.formspec_escape(target_dialog)..
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" is beeing displayed.;#FFFFFF;#000000]"..
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-- ..and what the NPC will reply to that answer
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"label[0.2,15.1;The NPC will react to this answer with the following dialog:]"..
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"hypertext[1.2,15.5;19.6,2.5;d_text_next;<global background=#777766><normal>"..
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minetest.formspec_escape(next_text) .. "\n</normal>]"..
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"tooltip[1.2,16.8;21.0,2.5;This is what the NPC will say next when the player has "..
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"selected this answer here.]"
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end
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-- build up the formspec
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local formspec = ""..
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"formspec_version[3]"..
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"size[21,20]"..
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"bgcolor[#00000000;false]"..
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-- button back to the current dialog (of which this is an option)
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"button[15.8,0.2;5.0,0.9;show_current_dialog;Back to dialog "..
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minetest.formspec_escape(d_id).."]"..
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"tooltip[show_current_dialog;Go back to dialog "..
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minetest.formspec_escape(d_id).." and continue editing that dialog.]"..
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-- tell the player what this formspec is about
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"label[6.0,0.4;You are editing dialog option \""..tostring(o_id).."\":]"..
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-- the text the NPC says
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"label[0.2,0.6;NPC says "..
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minetest.formspec_escape("[dialog \""..tostring(d_id).."\"]:").."]"..
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"hypertext[1.2,1.2;19.6,2.5;d_text;<global background=#777766><normal>"..
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minetest.formspec_escape(n_dialog.d_text) .. "\n</normal>]"..
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"tooltip[1.2,1.2;19.6,3.0;This is what the NPC says to the player.]"..
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-- list the preconditions
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"label[0.2,4.2;If all of the following pre(C)onditions are fulfilled:]"..
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"tablecolumns[text;color,span=1;text;text]"..
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"table[1.2,4.5;19.6,2.0;table_of_preconditions;"..
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list_of_preconditions..";0]"..
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"tooltip[1.2,4.5;19.6,2.0;"..
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"*All* pre(C)onditions need to be true in order\n"..
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"for the option to be offered to the player.\n"..
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"Please click on a pre(C)ondition in order\n"..
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"to edit or delete it!]"..
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-- answer of the player (the actual option)
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"label[0.2,6.9;..the player may answer with this text"..
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minetest.formspec_escape(" [dialog option \""..tostring(o_id).."\"]:").."]"..
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"label[1.2,7.7;A:]"..
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"field[1.7,7.2;19.1,0.9;text_option_"..minetest.formspec_escape(o_id)..";;"..
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minetest.formspec_escape(d_option.o_text_when_prerequisites_met).."]"..
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"tooltip[option_text_met;This is the answer the player may choose if the "..
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"preconditions are all fulfilled.]"..
|
|
-- dropdown for selecting weather to show the alternate answer or not
|
|
"label[0.2,8.6;..but if at least one pre(C)ondition is not fulfilled, then...]"..
|
|
"dropdown[12.0,8.2;8.6,0.7;hide_or_grey_or_alternate_answer;"..
|
|
"..hide this answer.,"..
|
|
"..grey out the following answer:,"..
|
|
"..display the following alternate answer:;"..
|
|
alternate_answer_option..";]"..
|
|
-- alternate answer
|
|
"label[1.2,9.4;A:]"..
|
|
"field[1.7,8.9;19.1,0.9;option_text_not_met;;"..
|
|
minetest.formspec_escape(d_option.o_text_when_prerequisites_not_met).."]"..
|
|
"tooltip[option_text_not_met;This is the answer the player may choose if the "..
|
|
"preconditions are NOT all fulfilled.]"..
|
|
-- list of (A)ctions (there can only be one per option; i.e. a trade)
|
|
"label[0.2,10.6;When this answer has been selected, start the following (A)ction:]"..
|
|
"tablecolumns[text;color,span=1;text;text]"..
|
|
"table[1.2,10.9;19.6,0.7;table_of_actions;"..
|
|
list_of_actions..";0]"..
|
|
-- list effects and target dialog for successful - and target dialog for unsuccessful
|
|
-- actions (including a toggle button)
|
|
action_text..
|
|
-- button: delete
|
|
"button[0.2,18.7;2.0,0.9;del_option;Delete]"..
|
|
"tooltip[del_option;Delete this option/answer.]"..
|
|
-- button: add new
|
|
button_add..
|
|
-- button: save
|
|
"button[4.6,18.7;2.0,0.9;save_option;Save]"..
|
|
"tooltip[save_option;Save what you canged (or discard it).]"..
|
|
-- button: prev/next
|
|
button_prev..
|
|
button_next..
|
|
-- button: go back to dialog (repeated from top of the page)
|
|
"button[15.8,18.7;5.0,0.9;show_current_dialog;Back to dialog "..
|
|
minetest.formspec_escape(d_id).."]"..
|
|
"tooltip[show_current_dialog;Go back to dialog "..
|
|
minetest.formspec_escape(d_id).." and continue editing that dialog.]"..
|
|
-- allow to enter o_sort
|
|
"label[10.1,19.2;Sort:]"..
|
|
"field[11.1,18.7;1.0,0.9;edit_option_o_sort;;"..
|
|
minetest.formspec_escape(d_option.o_sort).."]"..
|
|
"tooltip[edit_option_o_sort;o_sort: The lower the number, the higher up in the "..
|
|
"list this option goes\nNegative values are ignored;#FFFFFF;#000000]"
|
|
return formspec
|
|
end
|