mirror of
https://gitea.your-land.de/Sokomine/yl_speak_up.git
synced 2025-06-18 21:28:03 +02:00
moved relevant functions into fs_initial_config.lua
This commit is contained in:
parent
3769f05880
commit
30db4209e2
134
fs_initial_config.lua
Normal file
134
fs_initial_config.lua
Normal file
@ -0,0 +1,134 @@
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-- set name, description and owner of the NPC
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-- (owner can only be set if the player has the npc_talk_master
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-- priv - not with npc_talk_owner priv alone)
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yl_speak_up.input_fs_initial_config = function(player, formname, fields)
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local pname = player:get_player_name()
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local n_id = yl_speak_up.speak_to[pname].n_id
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-- wait until we get the save dialog
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if(not(fields.save_initial_config)) then
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-- TODO: show this fs again?
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return
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end
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-- the player is trying to save the initial configuration
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-- is the player allowed to initialize this npc?
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if(not(yl_speak_up.may_edit_npc(player, n_id))) then
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return
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end
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if(not(fields.n_npc) or string.len(fields.n_npc) < 2) then
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-- TODO: show this as a formspec
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minetest.chat_send_player(pname, "The name of your NPC needs to be at least two characters long.")
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return
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end
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if(not(fields.n_description) or string.len(fields.n_description) < 2) then
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minetest.chat_send_player(pname, "Please provide a description of your NPC!")
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return
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end
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-- sensible length limit
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if(string.len(fields.n_npc)>40 or string.len(fields.n_description)>40) then
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minetest.chat_send_player(pname, "The name and description of your NPC cannot be longer than 40 characters.")
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return
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end
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local dialog = yl_speak_up.speak_to[pname].dialog
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local d_id = yl_speak_up.speak_to[pname].d_id
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local count = 0
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if(dialog and dialog.n_dialogs) then
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for k,v in pairs(dialog.n_dialogs) do
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count = count + 1
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end
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end
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-- give the NPC its first dialog
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if(not(dialog) or count==0) then
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local f = {}
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-- create a new dialog
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f.d_id = yl_speak_up.text_new_dialog_id
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-- ...with this text
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f.d_text = "$GOOD_DAY$ $PLAYER_NAME$,\nI am $NPC_NAME$. I don't know much yet.\n"..
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"Hopefully $OWNER_NAME$ will teach me to talk soon."
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-- it is the first, initial dialog
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f.d_sort = "0"
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f.n_npc = fields.n_npc
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f.n_description = fields.n_description
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f.npc_owner = yl_speak_up.npc_owner[ n_id ]
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-- create and save the first dialog for this npc
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local dialog = yl_speak_up.fields_to_dialog(pname, f)
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yl_speak_up.save_dialog(n_id, dialog)
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yl_speak_up.speak_to[pname].dialog = dialog
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yl_speak_up.log_change(pname, n_id,
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"Initial config saved. "..
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"NPC name: \""..tostring(fields.n_npc)..
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"\" Description: \""..tostring(fields.n_description).."\"")
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-- just change name and description
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else
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dialog = yl_speak_up.speak_to[pname].dialog
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dialog.n_npc = fields.n_npc
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dialog.n_description = fields.n_description
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yl_speak_up.save_dialog(n_id, dialog)
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yl_speak_up.log_change(pname, n_id,
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"Name and/or description changed. "..
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"NPC name: \""..tostring(fields.n_npc)..
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"\" Description: \""..tostring(fields.n_description).."\"")
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end
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dialog = yl_speak_up.speak_to[pname].dialog
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-- show nametag etc.
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if yl_speak_up.speak_to[pname].obj then
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local obj = yl_speak_up.speak_to[pname].obj
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local ent = obj:get_luaentity()
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if ent ~= nil then
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ent.yl_speak_up.npc_name = dialog.n_npc
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ent.yl_speak_up.npc_description = dialog.n_description
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ent.owner = dialog.npc_owner
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local i_text = dialog.n_npc .. "\n" ..
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dialog.n_description .. "\n" ..
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yl_speak_up.infotext
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obj:set_properties({infotext = i_text})
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yl_speak_up.update_nametag(ent)
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end
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end
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-- actually start a chat with our new npc
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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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-- initialize the npc without having to use a staff;
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-- returns true when initialization possible
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yl_speak_up.get_fs_initial_config = function(player, n_id, d_id, is_initial_config)
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local pname = player:get_player_name()
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-- is the player allowed to edit this npc?
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if(not(yl_speak_up.may_edit_npc(player, n_id))) then
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-- TODO: better error message (this one is a local function...)
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return get_error_message()
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end
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local tmp_name = n_id
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local tmp_descr = "A new NPC without description"
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local tmp_text = "Please provide your new NPC with a name and description!"
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-- use existing name and description as presets when just editing
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if(not(is_initial_config)) then
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local dialog = yl_speak_up.speak_to[pname].dialog
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tmp_name = dialog.n_npc
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tmp_descr = dialog.n_description
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tmp_text = "You can change the name and description of your NPC."
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end
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local formspec = "size[10,4]"..
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"label[0.2,0.2;"..tmp_text.."]"..
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-- name of the npc
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"label[0.2,1.05;Name:]"..
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"field[2.0,1.2;4,0.9;n_npc;;"..minetest.formspec_escape(tmp_name).."]"..
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"tooltip[n_npc;n_npc: The name of the NPC;#FFFFFF;#000000]"..
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-- description of the npc
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"label[0.2,2.05;Description:]"..
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"field[2.0,2.2;8,0.9;n_description;;"..minetest.formspec_escape(tmp_descr).."]"..
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"tooltip[n_description;n_description: A description for the NPC;#FFFFFF;#000000]"..
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-- save and exit buttons
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"button_exit[3.2,3.2;2,0.9;save_initial_config;Save]"..
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"button_exit[5.4,3.2;2,0.9;exit;Exit]"
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-- show the formspec to the player
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return formspec
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end
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134
functions.lua
134
functions.lua
@ -176,7 +176,8 @@ local function load_dialog(n_id) -- returns the saved dialog
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return dialog
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end
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local function fields_to_dialog(pname, fields)
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-- used by staff and input_inital_config
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yl_speak_up.fields_to_dialog = function(pname, fields)
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local n_id = yl_speak_up.speak_to[pname].n_id
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local dialog = load_dialog(n_id)
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local save_d_id = ""
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@ -822,45 +823,6 @@ local function get_fs_optiondialog(player, n_id, d_id, o_id, p_id, r_id)
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end
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-- initialize the npc without having to use a staff;
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-- returns true when initialization possible
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local function get_fs_initial_config(player, n_id, d_id, is_initial_config)
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local pname = player:get_player_name()
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-- is the player allowed to edit this npc?
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if(not(yl_speak_up.may_edit_npc(player, n_id))) then
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return get_error_message()
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end
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local tmp_name = n_id
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local tmp_descr = "A new NPC without description"
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local tmp_text = "Please provide your new NPC with a name and description!"
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-- use existing name and description as presets when just editing
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if(not(is_initial_config)) then
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local dialog = yl_speak_up.speak_to[pname].dialog
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tmp_name = dialog.n_npc
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tmp_descr = dialog.n_description
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tmp_text = "You can change the name and description of your NPC."
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end
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local formspec = "size[10,4]"..
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"label[0.2,0.2;"..tmp_text.."]"..
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-- name of the npc
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"label[0.2,1.05;Name:]"..
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"field[2.0,1.2;4,0.9;n_npc;;"..minetest.formspec_escape(tmp_name).."]"..
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"tooltip[n_npc;n_npc: The name of the NPC;#FFFFFF;#000000]"..
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-- description of the npc
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"label[0.2,2.05;Description:]"..
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"field[2.0,2.2;8,0.9;n_description;;"..minetest.formspec_escape(tmp_descr).."]"..
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"tooltip[n_description;n_description: A description for the NPC;#FFFFFF;#000000]"..
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-- save and exit buttons
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"button_exit[3.2,3.2;2,0.9;save_initial_config;Save]"..
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"button_exit[5.4,3.2;2,0.9;exit;Exit]"
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-- show the formspec to the player
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return formspec
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end
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-- talk
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yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id)
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@ -921,7 +883,8 @@ yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id)
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n_id .. ", position of user was " .. minetest.pos_to_string(player:get_pos(), 0)
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)
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-- this is the initial config
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return get_fs_initial_config(player, n_id, d_id, true)
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-- (input ends up at yl_speak_up.input_talk and needs to be rerouted)
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return yl_speak_up.get_fs_initial_config(player, n_id, d_id, true)
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end
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if c_d_id == nil then return get_error_message() end
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@ -1753,7 +1716,7 @@ yl_speak_up.input_setdialog = function(player, formname, fields)
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-- Button Save: Save the settings, but do not exit
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if fields.button_save and fields.d_id then
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local dialog = fields_to_dialog(pname, fields)
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local dialog = yl_speak_up.fields_to_dialog(pname, fields)
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yl_speak_up.save_dialog(n_id, dialog)
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-- TODO: a better change detection would be great (name, description, owner can be changed as well)
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yl_speak_up.log_change(pname, n_id,
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@ -2426,85 +2389,12 @@ yl_speak_up.input_talk = function(player, formname, fields)
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local o = ""
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local n_id = yl_speak_up.speak_to[pname].n_id
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-- the player is trying to save the initial configuration
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if(fields.save_initial_config) then
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-- is the player allowed to initialize this npc?
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if(not(yl_speak_up.may_edit_npc(player, n_id))) then
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return
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end
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if(not(fields.n_npc) or string.len(fields.n_npc) < 2) then
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minetest.chat_send_player(pname, "The name of your NPC needs to be at least two characters long.")
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return
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end
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if(not(fields.n_description) or string.len(fields.n_description) < 2) then
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minetest.chat_send_player(pname, "Please provide a description of your NPC!")
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return
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end
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-- sensible length limit
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if(string.len(fields.n_npc)>40 or string.len(fields.n_description)>40) then
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minetest.chat_send_player(pname, "The name and description of your NPC cannot be longer than 40 characters.")
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return
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end
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local dialog = yl_speak_up.speak_to[pname].dialog
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local d_id = yl_speak_up.speak_to[pname].d_id
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local count = 0
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if(dialog and dialog.n_dialogs) then
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for k,v in pairs(dialog.n_dialogs) do
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count = count + 1
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end
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end
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-- give the NPC its first dialog
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if(not(dialog) or count==0) then
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local f = {}
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-- create a new dialog
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f.d_id = yl_speak_up.text_new_dialog_id
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-- ...with this text
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f.d_text = "$GOOD_DAY$ $PLAYER_NAME$,\nI am $NPC_NAME$. I don't know much yet.\n"..
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"Hopefully $OWNER_NAME$ will teach me to talk soon."
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-- it is the first, initial dialog
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f.d_sort = "0"
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f.n_npc = fields.n_npc
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f.n_description = fields.n_description
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f.npc_owner = yl_speak_up.npc_owner[ n_id ]
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-- create and save the first dialog for this npc
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local dialog = fields_to_dialog(pname, f)
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yl_speak_up.save_dialog(n_id, dialog)
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yl_speak_up.speak_to[pname].dialog = dialog
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yl_speak_up.log_change(pname, n_id,
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"Initial config saved. "..
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"NPC name: \""..tostring(fields.n_npc)..
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"\" Description: \""..tostring(fields.n_description).."\"")
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-- just change name and description
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else
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dialog = yl_speak_up.speak_to[pname].dialog
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dialog.n_npc = fields.n_npc
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dialog.n_description = fields.n_description
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yl_speak_up.save_dialog(n_id, dialog)
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yl_speak_up.log_change(pname, n_id,
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"Name and/or description changed. "..
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"NPC name: \""..tostring(fields.n_npc)..
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"\" Description: \""..tostring(fields.n_description).."\"")
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end
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dialog = yl_speak_up.speak_to[pname].dialog
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-- show nametag etc.
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if yl_speak_up.speak_to[pname].obj then
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local obj = yl_speak_up.speak_to[pname].obj
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local ent = obj:get_luaentity()
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if ent ~= nil then
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ent.yl_speak_up.npc_name = dialog.n_npc
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ent.yl_speak_up.npc_description = dialog.n_description
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ent.owner = dialog.npc_owner
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local i_text = dialog.n_npc .. "\n" .. dialog.n_description .. "\n" .. yl_speak_up.infotext
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obj:set_properties({infotext = i_text})
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yl_speak_up.update_nametag(ent)
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end
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end
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-- actually start a chat with our new npc
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yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id})
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-- the NPC needs to be configured first; route input to the configuration dialog
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if(not(yl_speak_up.speak_to[pname].dialog)
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or not(yl_speak_up.speak_to[pname].dialog.n_npc)
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or not(yl_speak_up.speak_to[pname].d_id)) then
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yl_speak_up.input_fs_initial_config(player, formname, fields)
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return
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end
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@ -2519,8 +2409,8 @@ yl_speak_up.input_talk = function(player, formname, fields)
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-- the player wants to change name and description; show the formspec
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if(edit_mode and fields.button_edit_name_and_description) then
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-- this is not the initial config - but the same formspec can be used
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yl_speak_up.show_fs(player, "msg", {input_to = "yl_speak_up:talk", formspec =
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get_fs_initial_config(player, n_id, yl_speak_up.speak_to[pname].d_id, false)})
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yl_speak_up.show_fs(player, "initial_config",
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{n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, false})
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return
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end
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2
init.lua
2
init.lua
@ -21,6 +21,8 @@ dofile(modpath .. "privs.lua")
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dofile(modpath .. "show_fs.lua")
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-- edit options dialog (detailed configuration of options in edit mode)
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dofile(modpath .. "fs_edit_options_dialog.lua")
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-- set name, description and owner (owner only with npc_talk_master priv)
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dofile(modpath .. "fs_initial_config.lua")
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-- inventory management, trading and handling of quest items:
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dofile(modpath .. "inventory.lua")
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-- trade one item(stack) against one other item(stack)
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13
show_fs.lua
13
show_fs.lua
@ -37,6 +37,10 @@ minetest.register_on_player_receive_fields( function(player, formname, fields)
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elseif formname == "yl_speak_up:add_trade_simple" then
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yl_speak_up.input_add_trade_simple(player, formname, fields)
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return true
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-- handled in fs_initial_config.lua
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elseif formname == "yl_speak_up:initial_config" then
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yl_speak_up.input_fs_initial_config(player, formname, fields)
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return true
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end
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end)
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@ -116,6 +120,15 @@ yl_speak_up.show_fs = function(player, fs_name, param)
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end
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minetest.show_formspec(pname, "yl_speak_up:add_trade_simple",
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yl_speak_up.get_fs_add_trade_simple(player, param))
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elseif(fs_name == "initial_config") then
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if(not(param)) then
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param = {}
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end
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minetest.show_formspec(pname, "yl_speak_up:initial_config",
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yl_speak_up.get_fs_initial_config(player, param.n_id, param.d_id,
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param.is_initial_config))
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-- fallback in case of wrong call
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else
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minetest.chat_send_player(pname, "Error: Trying to show wrong "..
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