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				https://gitea.your-land.de/Sokomine/yl_speak_up.git
				synced 2025-11-03 22:03:08 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			183 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
-- 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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	if(fields.back_from_error_msg) then
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		-- no point in showing the formspec or error message again if we did so already
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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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		-- show this formspec again
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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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	if(not(fields.save_initial_config)) then
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		-- is the player editing the npc? then leaving this config
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		-- dialog has to lead back to the talk dialog
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		if(yl_speak_up.edit_mode[pname] == n_id and n_id) then
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			yl_speak_up.show_fs(player, "talk",
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				{n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id})
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		end
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		-- else we can quit here
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		return
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	end
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	local error_msg = nil
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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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		error_msg = "You are not allowed to edit this NPC."
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	elseif(not(fields.n_npc) or string.len(fields.n_npc) < 2) then
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		error_msg = "The name of your NPC needs to be\nat least two characters long."
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	elseif(not(fields.n_description) or string.len(fields.n_description) < 2) then
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		error_msg = "Please provide a description of your NPC!"
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	-- sensible length limit
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	elseif(string.len(fields.n_npc)>40 or string.len(fields.n_description)>40) then
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		error_msg = "The name and description of your NPC\ncannot be longer than 40 characters."
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	-- want to change the owner?
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	elseif(fields.n_owner and fields.n_owner ~= yl_speak_up.npc_owner[ n_id ]) then
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		if(    not(minetest.check_player_privs(player, {npc_talk_master=true}))) then
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			error_msg = "You need the \"npc_talk_master\" priv\nin order to change the owner."
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		elseif(not(minetest.check_player_privs(fields.n_owner, {npc_talk_owner=true}))) then
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			error_msg = "The NPC can only be owned by players that\n"..
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				    "have the \"npc_talk_owner\" priv. Else the\n"..
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				    "new owner could not edit his own NPC."
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		end
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	end
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	if(error_msg) then
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		yl_speak_up.show_fs(player, "msg", { input_to = "yl_speak_up:initial_config",
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			formspec = "size[6,2]"..
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				"label[0.2,0.0;"..tostring(error_msg).."]"..
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				"button[2,1.5;1,0.9;back_from_error_msg;Back]"})
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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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	-- we checked earlier if the player doing this change and the
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	-- player getting the NPC have appropriate privs
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	if(fields.n_owner ~= yl_speak_up.npc_owner[ n_id ]) then
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		yl_speak_up.log_change(pname, n_id,
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			"Owner changed from "..tostring(yl_speak_up.npc_owner[ n_id ])..
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			" to "..tostring(fields.n_owner).." for "..
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			"NPC name: \""..tostring(fields.n_npc))
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		yl_speak_up.npc_owner[ n_id ] = fields.n_owner
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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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		return "size[6,2]"..
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			"label[0.2,0.0;Sorry. You are not authorized\nto edit this NPC.]"..
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			"button_exit[2,1.5;1,0.9;back_from_error_msg;Exit]"
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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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	local tmp_owner = (yl_speak_up.npc_owner[ n_id ] or "- none -")
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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 or tmp_name)
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		tmp_descr = (dialog.n_description or tmp_descr)
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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[10,5]"..
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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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		-- the owner of the NPC
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		"label[0.2,3.05;Owner:]"..
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		"field[2.0,3.2;8,0.9;n_owner;;"..minetest.formspec_escape(tmp_owner).."]"..
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		"tooltip[n_owner;The owner of the NPC. This can only be changed\n"..
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			"if you have the npc_talk_master priv.;#FFFFFF;#000000]"..
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		-- save and exit buttons
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		"button_exit[3.2,4.2;2,0.9;save_initial_config;Save]"..
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		"button_exit[5.4,4.2;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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