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https://gitea.your-land.de/Sokomine/yl_speak_up.git
synced 2025-06-22 07:08:03 +02:00
implemented part of npc_gives/npc_wants item handling
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@ -162,6 +162,9 @@ yl_speak_up.execute_next_action = function(player, a_id, result_of_a_id)
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yl_speak_up.debug_msg(player, n_id, o_id, "Action "..
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tostring(a_id).." failed. Switching to dialog "..
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tostring(this_action.a_on_failure)..".")
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yl_speak_up.speak_to[pname].d_id = this_action.a_on_failure
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yl_speak_up.speak_to[pname].o_id = nil
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yl_speak_up.speak_to[pname].a_id = nil
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yl_speak_up.show_fs(player, "talk", {n_id = n_id,
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d_id = this_action.a_on_failure})
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return
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@ -192,6 +195,8 @@ yl_speak_up.execute_next_action = function(player, a_id, result_of_a_id)
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"Doing effects/results now.")
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-- execute all effects/results
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local target_dialog = yl_speak_up.execute_all_relevant_effects(player, effects, o_id, true)
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yl_speak_up.speak_to[pname].o_id = nil
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yl_speak_up.speak_to[pname].a_id = nil
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-- the function above returns a target dialog; show that to the player
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yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = target_dialog})
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end
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@ -222,6 +227,80 @@ yl_speak_up.execute_action = function(player, n_id, o_id, a)
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end
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-- helper function;
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-- returns the action the player is currently faced with (or nil if none)
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yl_speak_up.get_action_by_player = function(player)
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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_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 a_id = yl_speak_up.speak_to[pname].a_id
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if(not(dialog) or not(d_id) or not(o_id) or not(a_id)
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or not(dialog.n_dialogs)
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or not(dialog.n_dialogs[d_id])
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or not(dialog.n_dialogs[d_id].d_options)
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or not(dialog.n_dialogs[d_id].d_options[o_id])
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or not(dialog.n_dialogs[d_id].d_options[o_id].actions)
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or not(dialog.n_dialogs[d_id].d_options[o_id].actions[a_id])) then
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return nil
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end
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return dialog.n_dialogs[d_id].d_options[o_id].actions[a_id]
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end
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-- Create the quest item by taking a raw item (i.e. a general piece of paper) out
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-- of the NPC's inventory, applying a description (if given) and quest id (if
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-- given); place the quest item in the trade inv of the player in the npc_gives slot.
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-- The npc_gives inv is managed mostly by the NPC, except when in edit mode. We can
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-- just overwrite anything old in there.
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-- Returns false if the creation of the quest item wasn't possible (i.e. the
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-- NPC had no paper left).
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yl_speak_up.action_quest_item_prepare = function(player)
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-- which action are we talking about?
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local a = yl_speak_up.get_action_by_player(player)
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if(not(a) or not(a.a_id) or not(a.a_value)) then
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return false
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end
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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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-- what shall the NPC give?
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local stack = ItemStack(a.a_value)
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-- get the inventory of the NPC
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local npc_inv = minetest.get_inventory({type="detached", name="yl_speak_up_npc_"..tostring(n_id)})
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-- does the NPC have the item we are looking for?
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if(not(npc_inv:contains_item("npc_main", stack))) then
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local o_id = yl_speak_up.speak_to[pname].o_id
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yl_speak_up.debug_msg(player, n_id, o_id, "Action "..tostring(a.a_id)..": NPC ran out of "..
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tostring(a.a_value)..".")
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return false
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end
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-- get the items from the NPCs inventory
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local new_stack = npc_inv:remove_item("npc_main", stack)
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local meta = new_stack:get_meta()
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-- if given: set the item stack description
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if(a.a_item_desc and a.a_item_desc ~= "") then
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meta:set_string("description", a.a_item_desc)
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end
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if(a.a_item_quest_id and a.a_item_quest_id ~= "") then
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-- which player got this quest item?
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meta:set_string("yl_speak_up:quest_item_for", pname)
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-- include the NPC id so that we know which NPC gave it
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meta:set_string("yl_speak_up:quest_item_from", tostring(n_id))
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-- extend quest_id by NPC id so that it becomes more uniq
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meta:set_string("yl_speak_up:quest_id",
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tostring(n_id).." "..tostring(a.a_item_quest_id))
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end
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-- put the stack in the npc_gives-slot of the trade inventory of the player
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-- (as that slot is managed by the NPC alone we don't have to worry about
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-- anything else in the slot)
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local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
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-- actually put the stack in there
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trade_inv:set_stack("npc_gives", 1, new_stack)
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return true
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end
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-- strip the quest information from the item and give it back to the NPC;
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-- returns the modified stack (but also places it in the NPC's inventory)
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yl_speak_up.action_quest_item_take_back = function(stack, player)
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@ -229,17 +308,54 @@ yl_speak_up.action_quest_item_take_back = function(stack, player)
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end
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-- the buy inv is managed by the NPC; we can just overwrite anything old in there;
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-- TODO: find out what we are talking about
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-- TODO: does the npc have the necessary item(s) in his inventory?
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-- TODO: take the items from the NPC's inventory
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yl_speak_up.action_quest_item_prepare = function(player)
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-- TODO: implement action_quest_item_prepare
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end
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-- check if the item in the npc_gives slot is the one the NPC wants
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yl_speak_up.action_quest_item_check = function(stack, player)
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-- TODO: implement action_quest_item_check
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-- which action are we talking about?
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local a = yl_speak_up.get_action_by_player(player)
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if(not(a) or not(a.a_id) or not(a.a_value)) then
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return false
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end
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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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local o_id = yl_speak_up.speak_to[pname].o_id
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-- get the item that needs to be checked
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local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
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local stack = trade_inv:get_stack("npc_wants", 1)
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-- nothing there?
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if(stack:is_empty()) then
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yl_speak_up.debug_msg(player, n_id, o_id, "Action "..tostring(a.a_id)..": No item found.")
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return false
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end
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local cmp = tostring(stack:get_name()).." "..(stack:get_count())
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-- wrong item or wrong amount?
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if(cmp ~= a.a_value) then
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yl_speak_up.debug_msg(player, n_id, o_id, "Action "..tostring(a.a_id)..
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": Wrong item given. Got: "..stack:to_string()..
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" Expected: "..tostring(a.a_value)..".")
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return false
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end
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local meta = stack:get_meta()
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-- the description is not checked; just the quest id (if given)
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if(a.a_item_quest_id and a.a_item_quest_id ~= "") then
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-- we don't check here if the item was given by the right NPC;
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-- only the quest id has to fit
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if(meta:get_string("yl_speak_up:quest_id") ~= a.a_item_quest_id) then
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yl_speak_up.debug_msg(player, n_id, o_id, "Action "..tostring(a.a_id)..
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": Wrong quest item (wrong ID).")
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return false
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end
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-- was this quest item given to another player?
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if(meta:get_string("yl_speak_up:quest_item_for") ~= pname) then
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yl_speak_up.debug_msg(player, n_id, o_id, "Action "..tostring(a.a_id)..
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": Quest item was given to "..
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tostring(meta:get_string("yl_speak_up:quest_item_for"))..
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", but "..tostring(pname).." gave it.")
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return false
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end
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end
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yl_speak_up.debug_msg(player, n_id, o_id, "Action "..tostring(a.a_id)..
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": Quest item checked ok.")
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return true
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end
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@ -261,17 +377,17 @@ yl_speak_up.input_fs_action_npc_gives = function(player, formname, fields)
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yl_speak_up.execute_next_action(player, a_id, false)
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return
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end
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-- is the buy inv empty? then all went as expected.
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-- is the npc_gives inv empty? then all went as expected.
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-- (it does not really matter which button the player pressed in this case)
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if(trade_inv:is_empty("buy")) then
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if(trade_inv:is_empty("npc_gives")) then
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-- the action was a success; the NPC managed to give the item to the player
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yl_speak_up.execute_next_action(player, a_id, true)
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return
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end
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-- the buy slot does not accept input - so we don't have to check for any misplaced items
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-- the npc_gives slot does not accept input - so we don't have to check for any misplaced items
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-- but if the player aborts, give the item back to the NPC
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if(fields.back_to_talk) then
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local stack = trade_inv:get_stack("buy", 1)
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local stack = trade_inv:get_stack("npc_gives", 1)
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-- strip the quest item info from the stack (so that it may stack again)
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-- and give that (hopefully) stackable stack back to the NPC
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yl_speak_up.action_quest_item_take_back(stack, player)
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@ -322,8 +438,8 @@ yl_speak_up.get_fs_action_npc_gives = function(player, param)
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"label[1.5,0.7;"..minetest.formspec_escape(dialog.n_npc or "- ? -")..
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" offers to you:]"..
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-- unlike the npc_gives slot - which is used for setting up the NPC - the
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-- buy slot does not allow putting something in
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"list[detached:yl_speak_up_player_"..pname..";buy;3.25,1.5;1,1;]" ..
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-- npc_gives slot does not allow putting something in
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"list[detached:yl_speak_up_player_"..pname..";npc_gives;3.25,1.5;1,1;]" ..
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"label[1.5,2.7;Take the offered item and click on \"Done\" to proceed.]"
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end
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@ -398,6 +514,7 @@ end
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yl_speak_up.get_fs_action_text_input = function(player, param)
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-- TODO implement text input formspec
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end
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@ -406,7 +523,8 @@ yl_speak_up.input_fs_action_custom = function(player, formname, fields)
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end
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yl_speak_up.get_fs_actioncustom = function(player, param)
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yl_speak_up.get_fs_action_custom = function(player, param)
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-- TODO implemnt custom formspec
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end
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@ -727,6 +727,15 @@ minetest.register_on_joinplayer(function(player, last_login)
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return yl_speak_up.inventory_allow_item(player, stack,
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"yl_speak_up:add_trade_simple")
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end
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-- allow putting something in in edit mode - but not otherwise
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if(listname == "npc_gives") then
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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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-- only in edit mode! else the NPC manages this slot
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if(not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id) then
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return 0
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end
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end
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return stack:get_count()
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end,
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allow_take = function(inv, listname, index, stack, player)
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