mirror of
https://gitea.your-land.de/Sokomine/yl_speak_up.git
synced 2025-06-16 13:48:06 +02:00
136 lines
5.7 KiB
Lua
136 lines
5.7 KiB
Lua
yl_speak_up = {}
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local modpath = minetest.get_modpath("yl_speak_up")..DIR_DELIM
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yl_speak_up.worldpath = minetest.get_worldpath()..DIR_DELIM
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yl_speak_up.modpath = modpath
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yl_speak_up.modstorage = minetest.get_mod_storage()
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-- status
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-- 0: NPCs may speak
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-- 1: NPCs may not speak
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-- 2: NPCs must selfdestruct on load. Their dialogs remain safed
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yl_speak_up.status = yl_speak_up.modstorage:get_int("status") or 0
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yl_speak_up.number_of_npcs = yl_speak_up.modstorage:get_int("amount") or 0
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yl_speak_up.speak_to = {}
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-- allow to request the highest possible version number for formspec_version
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-- for each individual player; formspec_version...
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-- ver 1 looks very bad because button height can't be set)
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-- ver 2 works pretty well because the code has workarounds for the scroll elements
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-- ver 3 is what this was developed with and looks best
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yl_speak_up.fs_version = {}
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-- used for storing custom functions only this server may have
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yl_speak_up.custom_server_functions = {}
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-- the server-specific configuration
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dofile(modpath .. "config.lua")
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-- players *and* npc need privs for certain things
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dofile(modpath .. "privs.lua")
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-- contains the command to hand out privs to NPC
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dofile(modpath .. "command_npc_talk_privs.lua")
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-- add generic dialogs
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dofile(modpath .. "add_generic_dialogs.lua")
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-- the actual command to add or remove generic npc dialogs
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dofile(modpath .. "command_npc_talk_generic.lua")
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-- handle on_player_receive_fields and showing of formspecs
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dofile(modpath .. "show_fs.lua")
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-- general decoration part for main formspec, trade window etc.
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dofile(modpath .. "fs_decorated.lua")
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-- command for switching the formspec version of the player
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dofile(modpath .. "command_npc_talk_style.lua")
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-- the formspec and input handling for the main dialog
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dofile(modpath .. "fs_talkdialog.lua")
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-- ask if the player wants to save, discard or go back in edit mode
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dofile(modpath .. "fs_save_or_discard_or_back.lua")
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-- the player wants to change something regarding the dialog
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dofile(modpath .. "edit_mode_apply_changes.lua")
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-- as the name says: a collection of custom functions that you can
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-- override on your server or in your game to suit your needs;
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-- Note: No special privs are needed to call custom functions. But...
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-- of course you can change them only if you have access to
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-- the server's file system or can execute lua code.
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dofile(modpath .. "custom_functions_you_can_override.lua")
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-- execute preconditions, actions and effects
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dofile(modpath .. "exec_eval_preconditions.lua")
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dofile(modpath .. "exec_actions.lua")
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dofile(modpath .. "exec_apply_effects.lua")
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-- some helper functions for formatting text for a formspec talbe
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dofile(modpath .. "print_as_table.lua")
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-- create i.e. a dropdown list of player names
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dofile(modpath .. "formspec_helpers.lua")
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-- handle alternate text for dialogs
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dofile(modpath .. "fs_alternate_text.lua")
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-- implementation of chat command npc_talk_debug:
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dofile(modpath .. "command_npc_talk_debug.lua")
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-- common functions for editing preconditions and effects
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dofile(modpath .. "fs_edit_general.lua")
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-- edit preconditions (can be reached through edit options dialog)
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dofile(modpath .. "fs_edit_preconditions.lua")
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-- edit actions (can be reached through edit options dialog)
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dofile(modpath .. "fs_edit_actions.lua")
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-- edit effects (can be reached through edit options dialog)
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dofile(modpath .. "fs_edit_effects.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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-- inspect and accept items the player gave to the NPC
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dofile(modpath .. "fs_player_offers_item.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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-- limit how much the NPC shall buy and sell
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dofile(modpath .. "fs_trade_limit.lua")
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dofile(modpath .. "fs_edit_trade_limit.lua")
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-- trade one item(stack) against one other item(stack)
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dofile(modpath .. "trade_simple.lua")
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-- easily accessible list of all trades the NPC offers
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dofile(modpath .. "trade_list.lua")
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-- as the name says: list which npc acesses a variable how and in which context
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dofile(modpath .. "fs_get_list_of_usage_of_variable.lua")
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-- show which values are stored for which player in a quest variable
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dofile(modpath .. "fs_show_all_var_values.lua")
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-- manage quest variables: add, delete, manage access rights etc.
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dofile(modpath .. "fs_manage_variables.lua")
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-- handle variables for quests for player-owned NPC
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dofile(modpath .. "quest_api.lua")
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-- editing the npc with the staff:
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if(yl_speak_up.enable_staff_based_editing) then
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dofile(modpath .. "staff_based_editing.lua")
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end
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-- setting skin, wielded item etc.
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dofile(modpath .. "fs_fashion.lua")
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-- properties for NPC without specific dialogs that want to make use of
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-- some generic dialogs
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dofile(modpath .. "fs_properties.lua")
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-- the main functionality of the mod
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dofile(modpath .. "functions.lua")
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-- a way of determining a node position
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dofile(modpath .. "register_node_punch.lua")
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-- the staffs (requires npc_master priv)
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if(yl_speak_up.enable_staff_based_editing) then
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dofile(modpath .. "tools.lua")
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end
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-- mobs registered as yl_speak_up-mobs (based on mobs_redo)
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if(yl_speak_up.enable_yl_mobs) then
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-- react to right-click etc.
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dofile(modpath .. "interface_mobs_api.lua")
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-- the actual mobs, using mobs_redo
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dofile(modpath .. "mobs.lua")
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end
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--dofile(modpath .. "debug.lua")
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minetest.mkdir(yl_speak_up.worldpath..yl_speak_up.path)
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minetest.mkdir(yl_speak_up.worldpath..yl_speak_up.inventory_path)
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yl_speak_up.mob_table = yl_speak_up.init_mob_table() or {}
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-- initialize and load all registered generic dialogs
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yl_speak_up.load_generic_dialogs()
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minetest.log("action","[MOD] yl_speak_up loaded")
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