-- Imposing an order on the quest steps is...tricky as best as what will -- be more important to the players will be the order in which the -- quest steps have to be solved/done - and not an alphabetical order. -- But we need an order here for a dropdown menu to select each -- quest step even if it hasn't been assigned any place in the chain -- of quest steps yet. So - alphabetical order. yl_speak_up.get_sorted_quest_step_list = function(pname, q_id) local quest_step_list = {} if(not(pname) or not(yl_speak_up.speak_to[pname])) then return {} end local q_id = yl_speak_up.speak_to[pname].q_id if(q_id and yl_speak_up.quests[q_id] and yl_speak_up.quests[q_id].step_data) then for step_id, v in pairs(yl_speak_up.quests[q_id].step_data) do table.insert(quest_step_list, step_id) end end table.sort(quest_step_list) return quest_step_list end -- helper functions for yl_speak_up.input_fs_manage_quest_steps(..) -- returns the index of the new quest step yl_speak_up.input_fs_manage_quest_steps_add_new_entry = function(pname, entry_name) local q_id = yl_speak_up.speak_to[pname].q_id local res = yl_speak_up.quest_step_add_quest_step(pname, q_id, entry_name) -- might make sense to show the error message somewhere if(res ~= "OK") then return res end -- the new entry will be somewhere in it local quest_step_list = yl_speak_up.get_sorted_quest_step_list(pname) return table.indexof(quest_step_list, entry_name) end -- helper functions for yl_speak_up.input_fs_manage_quest_steps(..) -- returns a text describing if deleting the quest worked yl_speak_up.input_fs_manage_quest_steps_del_old_entry = function(pname, entry_name) local q_id = yl_speak_up.speak_to[pname].q_id return yl_speak_up.quest_step_del_quest_step(pname, q_id, entry_name) end -- helper functions for yl_speak_up.input_fs_manage_quest_steps(..) -- implements all the functions that are specific to managing quest steps and not part of -- general item management yl_speak_up.input_fs_manage_quest_steps_check_fields = function(player, formname, fields, quest_step_name, list_of_entries) local pname = player:get_player_name() if(not(quest_step_name)) then quest_step_name = "" end --[[ TODO: implement some back button functionality? if(fields and fields.show_variable) then yl_speak_up.show_fs(player, "manage_variables", {var_name = quest_name}) return end --]] -- this function didn't have anything to do return "NOTHING FOUND" end -- makes use of yl_speak_up.input_fs_manage_general and is thus pretty short yl_speak_up.input_fs_manage_quest_steps = function(player, formname, fields) -- TODO: check if the player is allowed to access that quest local pname = player:get_player_name() if(fields and fields.change_prev_step) then yl_speak_up.show_fs(player, "manage_quest_steps", " change_prev_step") return end if(fields and (fields.add_to_one_needed or fields.add_to_all_needed or fields.insert_after_prev_step or fields.insert_before_next_step)) then -- let that function sort out what to do; -- yl_speak_up.speak_to[pname].q_id and yl_speak_up.speak_to[pname].quest_step -- ought to be set to the current quest and step by now yl_speak_up.show_fs(player, "list_quest_steps", {fields=fields}) return end local quest_step_list = yl_speak_up.get_sorted_quest_step_list(pname) local res = yl_speak_up.input_fs_manage_general(player, formname, fields, -- what_is_the_list_about, min_length, max_length, function_add_new_entry, "quest step", 2, 70, yl_speak_up.input_fs_manage_quest_steps_add_new_entry, quest_step_list, yl_speak_up.input_fs_manage_quest_steps_del_old_entry, yl_speak_up.input_fs_manage_quest_steps_check_fields) return true end -- small helper function for yl_speak_up.get_fs_manage_quest_steps yl_speak_up.quest_step_show_table = function(formspec, table_specs, liste) table.insert(formspec, "tablecolumns[color;text]table[") table.insert(formspec, table_specs) local tmp = {} for k, v in pairs(liste) do table.insert(tmp, "#FFFFFF") table.insert(tmp, minetest.formspec_escape(v)) end table.insert(formspec, table.concat(tmp, ",")) table.insert(formspec, ";]") end yl_speak_up.get_fs_manage_quest_steps = function(player, param) -- small helper function local em = function(text) return minetest.colorize("#9999FF", text) end -- TODO: check if the player is allowed to access that quest local pname = player:get_player_name() local formspec = {} local q_id = yl_speak_up.speak_to[pname].q_id local quest = yl_speak_up.quests[q_id] local step_data = quest.step_data local quest_step_list = yl_speak_up.get_sorted_quest_step_list(pname) if(param and param ~= "") then local index = table.indexof(quest_step_list, param) yl_speak_up.speak_to[pname].tmp_index_general = index + 1 end local idx = yl_speak_up.speak_to[pname].tmp_index_general if(idx and idx > 1) then yl_speak_up.speak_to[pname].quest_step = quest_step_list[idx - 1] end table.insert(formspec, "size[30,12]".. "container[6,0;18.5,12]".. "label[0.2,1.2;A quest step is a single thing a player may do in a quest - ".. "like talking to an NPC.\n".. "Usually not all quest steps can be done/solved at all times.]") local selected = yl_speak_up.get_fs_manage_general(player, param, formspec, quest_step_list, "Create quest step", "Create a new quest step for this quest.", "quest step", "Enter the name of the new quest step you want to create.\n".. "This is an internal text shown only to yourself.\n".. "Players cannot see the names of quest steps.", "If you click here, the selected quest step will be deleted.\n".. "This will only be possible if it's not used anywhere.", "1.0") table.insert(formspec, "container_end[]") if(not(selected) or selected == "" or not(step_data) or not(step_data[selected])) then return table.concat(formspec, "") end -- find out the next quest step local required_for = {} for s, d in pairs(step_data) do if(s and d and d.one_step_required and type(d.one_step_required) == "table" and table.indexof(d.one_step_required, selected) ~= -1) then table.insert(required_for, s) end if(s and d and d.all_steps_required and type(d.all_steps_required) == "table" and table.indexof(d.all_steps_required, selected) ~= -1) then table.insert(required_for, s) end end -- left side (previous quest step) table.insert(formspec, "label[0.2,2.0;"..em("Required previous").."]".. "label[0.2,2.4;quest step(s):]".. "style[change_prev_step,insert_before_next_step,insert_after_prev_step,".. "add_to_one_needed,add_to_all_needed;bgcolor=blue;textcolor=yellow]".. "button[3.7,1.8;2.0,0.8;change_prev_step;Edit]".. "tooltip[change_prev_step;".. "Click here to add, set or change the previous\n".. "and further required quest steps.]".. "container[0.1,2.7;5.6,10.8]".. "box[0,0;5.6,8.5;#666666]".. "button[4.6,0.0;0.9,0.7;add_to_one_needed;Edit]".. "tooltip[add_to_one_needed;Add or remove a quest step to this list.]".. "label[0.1,0.5;"..em("One of").." these quest steps:]") yl_speak_up.quest_step_show_table(formspec, "0.1,0.7;5.4,2.7;one_step_required;", step_data[selected].one_step_required or {}) table.insert(formspec, "tooltip[one_step_required;".. "At least "..em("one of").." these previous quest steps listed ".. "here has to be\n".. "achieved by the player who is trying to solve this quest.\n".. "Only then can the player try to achieve this current quest\n".. "step that you are editing here.\n".. "If this is empty, then it's usually the/a first step of the quest.\n".. "If there is one entry, then that entry is the previous quest step.\n".. "If there are multiple entries, then players have alternate ways\n".. "to achieve this current quest step here.]") table.insert(formspec, "label[0.1,4.0;"..em("All of").." these quest steps:]".. "button[4.6,3.5;0.9,0.7;add_to_all_needed;Edit]".. "tooltip[add_to_all_needed;Add or remove a quest step to this list.]") yl_speak_up.quest_step_show_table(formspec, "0.1,4.2;5.4,4.0;all_steps_required;", step_data[selected].all_steps_required or {}) table.insert(formspec, "tooltip[all_steps_required;".. "Sometimes there may not be a particular order in which\n".. "quest steps ought to be solved. Imagine for example getting\n".. "indigrents for a cake and delivering them to an NPC.\n".. "The quest steps listed here can be done in "..em("any order")..".\n".. "They have "..em("all").." to be achieved first in order for this current\n".. "quest step to become available.\n".. "Usually this list is empty.]") table.insert(formspec, "container_end[]") -- right side (next quest step) table.insert(formspec, "label[24.2,2.0;Achieving this quest step]".. "label[24.2,2.4;"..em("helps").." the quester to:]".. "container[24.2,2.7;5.6,10.8]".. "box[0,0;5.6,8.5;#666666]".. "label[0.1,0.5;get these quest step(s) "..em("next")..":]") yl_speak_up.quest_step_show_table(formspec, "0.1,0.7;5.4,7.7;next_steps_show;", needed_for or {}) table.insert(formspec, "tooltip[next_steps_show;".. "Once the current quest step has been achieved by the\n".. "player, the player can strive to achieve these next\n".. "quest step(s).\n".. "If this is empty, then it's either the/a last step (quest\n".. "solved!) - or the quest is not properly set up.]") table.insert(formspec, "container_end[]") -- middle (this quest step) table.insert(formspec, "container[6,2.7;12,10.8]".. "label[0.2,0.5;This quest step:]".. "dropdown[0.7,0.7;17,0.7;curr_step_show;") table.insert(formspec, minetest.formspec_escape(selected)) table.insert(formspec, ";1;]") table.insert(formspec, "container_end[]") -- add buttons for inserting steps between this and the prev/next one if(not(step_data[selected].one_step_required) or #step_data[selected].one_step_required==1) then table.insert(formspec, "button[3.0,11.3;6.0,0.6;insert_after_prev_step;".. "+ Insert step *before* this one]".. "tooltip[insert_after_prev_step;".. "Insert a new quest step between the *previous* step\n".. "and the *current* (displayed here) step.\n".. "Note: This only makes sense if there's just one\n".. " previous step.]") end if(#required_for <= 1) then table.insert(formspec, "button[21.0,11.3;6.0,0.6;insert_before_next_step;".. "Insert step *after* this one +]".. "tooltip[insert_before_next_step;".. "Insert a new quest step between this, the *currently*\n".. "displayed step, and the *next one*.\n".. "Note: This only makes sense if there's just one\n".. " next step.]") end return table.concat(formspec, "") end