yl_speak_up/fs_edit_general.lua
2021-06-15 01:23:49 +02:00

1045 lines
42 KiB
Lua

-- store which player is monitoring the NPC (for preconditions and
-- effects)
yl_speak_up.debug_mode_set_by_player = {}
-- for sending debug information about preconditions and effects to
-- the player who is monitoring the NPC
-- (sometimes it is not easy/obvious to see why something failed)
yl_speak_up.debug_msg = function(player, n_id, o_id, text)
local dname = yl_speak_up.debug_mode_set_by_player[ n_id ]
-- nobody cares
if(not(dname)) then
return
end
local pname = player:get_player_name()
local d_id = yl_speak_up.speak_to[pname].d_id
minetest.chat_send_player(dname, "[NPC "..tostring(n_id)..": "..
tostring(pname).."] <"..tostring(d_id).." "..tostring(o_id)..
"> "..tostring(text))
end
-- a chat command for entering and leaving debug mode; needs to be a chat command
-- because the player may have wandered off from his NPC and get too many messages
-- without a quick way to get rid of them otherwise
minetest.register_chatcommand( 'npc_talk_debug', {
description = "Sets you as debugger for the yl_speak_up-NPC with the ID <n_id>.\n"..
" <list> lists the NPC you are currently debugging.\n"..
" <off> turns debug mode off again.",
privs = {npc_talk_owner},
func = function(pname, param)
if(param and param == "off") then
local count = 0
for k, v in pairs(yl_speak_up.debug_mode_set_by_player) do
if(v and v == pname) then
yl_speak_up.debug_mode_set_by_player[ k ] = nil
count = count + 1
minetest.chat_send_player(pname, "You are no longer "..
"debugging the NPC with the ID "..tostring(k)..".")
end
end
minetest.chat_send_player(pname, "Removed you as debugger of "..
tostring(count).." NPCs.")
return
elseif(not(param) or param == "" or param == "list") then
local count = 0
local text = "You are currently debugging the NPCs with the following IDs:\n"
for k, v in pairs(yl_speak_up.debug_mode_set_by_player) do
if(v and v == pname) then
count = count + 1
text = text.." "..tostring(k)
end
end
if(count == 0) then
text = text.." - none -"
else
text = text.."\nTo turn debugging off, call this command with the "..
"parameter <off>."
end
minetest.chat_send_player(pname, text)
return
elseif(not(yl_speak_up.may_edit_npc(minetest.get_player_by_name(pname), param))) then
minetest.chat_send_player(pname, "You do not have the necessary privs to "..
"edit that NPC.")
return
else
yl_speak_up.debug_mode_set_by_player[ param ] = pname
minetest.chat_send_player(pname, "You are now receiving debug information "..
"for NPC "..tostring(param)..".\nTo turn that off, type "..
"\"/npc_talk_debug off\".")
end
end
});
-- evaluate those preconditions of type "function" (set by the staff)
-- and execute those effects/results of type "function" (set by the staff)
-- WARNING: This is extremly powerful!
-- The code is taken out of the function
-- calculate_displayable_options(..)
-- (written by AliasAlreadyTaken).
-- It requires the npc_master priv to add or edit this prereq.
-- The function is called by
-- * yl_speak_up.eval_precondition and
-- * yl_speak_up.eval_effect.
yl_speak_up.eval_and_execute_function = function(player, x_v, id_prefix)
local pname = player:get_player_name()
--minetest.chat_send_all("this is in a single prereq or effect: "..dump(x_v))
local x_id = x_v[ id_prefix.. "id" ]
if x_v[ id_prefix.."type" ] ~= "function" then
return true
end
local code = x_v[ id_prefix.."value" ]
if code:byte(1) == 27 then
local obj = yl_speak_up.speak_to[pname].obj
local n_id = yl_speak_up.speak_to[pname].n_id
local npc = get_number_from_id(n_id)
if obj:get_luaentity() and tonumber(npc) then
minetest.log("error","[MOD] yl_speak_up: NPC with ID n_"..npc.." at position "..minetest.pos_to_string(obj:get_pos(),0).." could not compile the content of "..x_id.." :"..dump(code) .. " because of illegal bytecode for player "..pname)
else
minetest.log("error","[MOD] yl_speak_up: NPC with ID unknown could not compile the content of "..x_id.." :"..dump(code) .. " for player unknown because of illegal bytecode")
end
end
local param = "playername"
if( id_prefix == "r_") then
param = "player"
end
local f, msg = loadstring("return function("..param..") " .. code .. " end")
if not f then
local obj = yl_speak_up.speak_to[pname].obj
local n_id = yl_speak_up.speak_to[pname].n_id
local npc = get_number_from_id(n_id)
if obj:get_luaentity() and tonumber(npc) then
minetest.log("error","[MOD] yl_speak_up: NPC with ID n_"..npc.." at position "..minetest.pos_to_string(obj:get_pos(),0).." could not compile the content of "..x_id.." :"..dump(code) .. " for player "..pname)
else
minetest.log("error","[MOD] yl_speak_up: NPC with ID unknown could not compile the content of "..x_id.." :"..dump(code) .. " for player unknown")
end
else
local func = f()
local ok, ret = pcall(func,pname)
if not ok then
local obj = yl_speak_up.speak_to[pname].obj
local n_id = yl_speak_up.speak_to[pname].n_id
local npc = get_number_from_id(n_id)
if obj:get_luaentity() and tonumber(npc) then
minetest.log("error","[MOD] yl_speak_up: NPC with ID n_"..npc.." at position "..minetest.pos_to_string(obj:get_pos(),0).." could not execute the content of "..x_id.." :"..dump(code) .. " for player "..pname)
else
minetest.log("error","[MOD] yl_speak_up: NPC with ID unknown could not execute the content of "..x_id.." :"..dump(code) .. " for player unknown")
end
end
if type(ret) == "boolean" then
return ret
end
end
-- fallback
return false
end
-- These two functions
-- * yl_speak_up.input_fs_edit_option_related and
-- * yl_speak_up.get_fs_edit_option_related
-- are very similar for preconditions and effects. Therefore they're called here
-- with a lot of parameters. fs_edit_preconditions.lua and fs_edit_effects.lua
-- contain only wrappers.
yl_speak_up.input_fs_edit_option_related = function(player, formname, fields,
id_prefix, element_list_name, max_entries_allowed,
element_desc, tmp_data_cache,
text_ask_for_punching,
values_what, values_operator, values_block, values_trade, values_inv,
check_what, check_operator, check_block, check_trade, check_inv,
get_sorted_player_var_list_function,
formspec_input_to
)
if(not(player)) then
return
end
local pname = player:get_player_name()
-- what are we talking about?
local n_id = yl_speak_up.speak_to[pname].n_id
local d_id = yl_speak_up.speak_to[pname].d_id
local o_id = yl_speak_up.speak_to[pname].o_id
local x_id = yl_speak_up.speak_to[pname][ id_prefix.."id"]
-- this only works in edit mode
if(not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id) then
return
end
-- delete precondition
if(fields.delete_element) then
local dialog = yl_speak_up.speak_to[pname].dialog
if(dialog and dialog.n_dialogs
and x_id
and dialog.n_dialogs[d_id]
and dialog.n_dialogs[d_id].d_options
and dialog.n_dialogs[d_id].d_options[o_id]) then
-- actually delete the element
dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ][ x_id ] = nil
-- record this as a change, but do not save do disk yet
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..tostring(d_id)..": "..element_desc.." "..tostring( x_id )..
" deleted for option "..tostring(o_id)..".")
-- TODO: when trying to save: save to disk as well?
-- show the new/changed element
-- go back to the edit option dialog (after all we just deleted the prerequirement)
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[6,2]"..
"label[0.2,0.5;"..element_desc.." \""..
minetest.formspec_escape(tostring( x_id ))..
"\" has been deleted.]"..
"button[1.5,1.5;2,0.9;back_from_delete_element;Back]"})
return
end
end
if(fields.select_block_pos) then
minetest.chat_send_player(pname, text_ask_for_punching)
-- this formspec expects the block punch:
yl_speak_up.speak_to[pname].expect_block_punch = formspec_input_to
return
end
-- field inputs: those do not trigger a sending of the formspec on their own
-- are we talking about an inventory?
-- (inventory only applies to preconditions; not effects)
local data = yl_speak_up.speak_to[pname][ tmp_data_cache ]
if(fields.inv_stack_name and fields.inv_stack_name ~= ""
and id_prefix == "p_"
and data and data.what and data.what >= 5 and data.what <= 6) then
local parts = fields.inv_stack_name:split(" ")
local size = 1
if(parts and #parts > 1) then
size = tonumber(parts[2])
if(not(size) or size < 1) then
size = 1
end
end
-- does the item exist?
if(minetest.registered_items[ parts[1] ]) then
data.inv_stack_name = parts[1].." "..tostring(size)
else
-- show error message
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[8,2]"..
"label[0.2,0.5;Error: \""..
minetest.formspec_escape(fields.inv_stack_name)..
"\" is not a valid item(stack).]"..
"button[1.5,1.5;2,0.9;back_from_error_msg;Back]"})
return
end
-- comparison value for a variable (same for both preconditions and effects)
elseif(fields.var_cmp_value
and data and data.what and data.what == 2 and id_prefix ~= "a_") then
data.var_cmp_value = fields.var_cmp_value
-- text for a chat message
elseif(fields.chat_msg_text
and data and data.what and data.what == 6 and id_prefix == "r_") then
data.chat_msg_text = fields.chat_msg_text
elseif(fields.action_item_quest_id
and fields.action_item_quest_id ~= ""
and fields.action_item_quest_id ~= "- none set -"
and data and data.what and data.what == 4 and id_prefix == "a_") then
data.item_quest_id = fields.action_item_quest_id
end
-- action_item_quest_id and action_item_desc can be set at the same time
if(fields.action_item_desc
and fields.action_item_desc ~= ""
and fields.action_item_desc ~= "- no item set -"
and data and data.what and data.what == 4 and id_prefix == "a_") then
-- TODO: check if it diffrent from the default one of the stack
data.item_desc = fields.action_item_desc
end
-- the save button was pressed
if(fields.save_element and data and data.what and values_what[ data.what ]) then
-- for creating the new prerequirement; normal elements: p_type, p_value, p_id
local v = {}
-- determine p_type
v[ id_prefix.."type" ] = values_what[ data.what ]
local dialog = yl_speak_up.speak_to[pname].dialog
if(not(dialog) or not(dialog.n_dialogs)
or not(dialog.n_dialogs[d_id])
or not(dialog.n_dialogs[d_id].d_options)
or not(dialog.n_dialogs[d_id].d_options[o_id])) then
-- this really should not happen during the normal course of operation
-- (only if the player sends forged formspec data or a bug occoured)
minetest.chat_send_player(pname, "Dialog or option does not exist.")
return
end
local elements = dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ]
if(not(elements)) then
dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ] = {}
elements = dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ]
x_id = "new"
end
-- set x_id appropriately
if(not(x_id) or x_id == "new") then
x_id = id_prefix..yl_speak_up.find_next_id(elements)
end
v[ id_prefix.."id" ] = x_id
-- if needed: show a message after successful save so that the player can take
-- his items back from the trade_inv slots
local show_save_msg = nil
local sorted_key_list = yl_speak_up.sort_keys(elements)
if( x_id == "new" and #sorted_key_list >= max_entries_allowed) then
-- this really should not happen during the normal course of operation
-- (only if the player sends forged formspec data or a bug occoured)
minetest.chat_send_player(pname, "Maximum number of allowed entries exceeded.")
return
end
-- "an internal state (i.e. of a quest)", -- 2
if(data.what == 2 and id_prefix ~= "a_") then
v[ id_prefix.."value" ] = "expression"
v[ id_prefix.."operator" ] = values_operator[ data.operator ]
v[ id_prefix.."var_cmp_value" ] = (data.var_cmp_value or "")
v[ id_prefix.."variable" ] = data.variable_name
-- "a block somewhere", -- 3
elseif(data.what == 3 and id_prefix ~= "a_") then
v[ id_prefix.."value" ] = values_block[ data.block ]
if(not(data.block_pos) or not(data.node_data) or not(data.node_data.name)) then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[8,2]"..
"label[0.2,0.5;Error: Please select a block first!]"..
"button[1.5,1.5;2,0.9;back_from_error_msg;Back]"})
return
end
-- for "node_is_air", there is no need to store node name and parameter
if(v[ id_prefix.."value" ]
and (v[ id_prefix.."value" ] == "node_is_like"
or v[ id_prefix.."value" ] == "node_is_diffrent_from")
or v[ id_prefix.."value" ] == "place"
or v[ id_prefix.."value" ] == "dig"
or v[ id_prefix.."value" ] == "punch"
or v[ id_prefix.."value" ] == "right-click") then
v[ id_prefix.."node" ] = data.node_data.name
v[ id_prefix.."param2" ] = data.node_data.param2
end
-- preconditions can be applied to all blocks; effects may be more limited
if(id_prefix == "r_"
and yl_speak_up.check_blacklisted(v[id_prefix.."value"],
-- we don't know yet which node will be there later on
data.node_data.name, data.node_data.name)) then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[8,2]"..
"label[0.2,0.5;Error: Blocks of type \""..
tostring(data.node_data.name).."\" do not allow\n"..
"interaction of type \""..tostring(v[id_prefix.."value"])..
"\" for NPC.]"..
"button[1.5,1.5;2,0.9;back_from_error_msg;Back]"})
return
end
-- we also need to store the position of the node
v[ id_prefix.."pos" ] = {x = data.block_pos.x, y = data.block_pos.y, z = data.block_pos.z }
-- "I can't punch it. The block is as the block *above* the one I punched.",
if(id_prefix == "p_" and data.block == 5) then
v.p_pos.y = v.p_pos.y + 1
end
-- "a trade", -- 4
-- (only for preconditions; not for effects)
elseif(data.what == 4 and id_prefix == "p_") then
-- this depends on the trade associated with that option; therefore,
-- it does not need any more parameters (they come dynamicly from the
-- trade)
v.p_value = values_trade[ data.trade ]
-- "the inventory of the player", -- 5
-- "the inventory of the NPC", -- 6
-- (only for preconditions; not for effects)
elseif((data.what == 5 or data.what == 6) and id_prefix == "p_") then
v.p_value = values_inv[ data.inv ]
if(v.p_value and v.p_value ~= "inv_is_empty") then
-- we have checked this value earlier on
v[ "p_itemstack" ] = data.inv_stack_name
end
-- "NPC crafts soemthing", -- 4
-- (only for effects; not for preconditions)
elseif(data.what and id_prefix == "r_" and data.what == 4) then
local player_inv = player:get_inventory()
if(player_inv:get_stack("craftpreview", 1):is_empty()) then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[8,2]"..
"label[0.2,0.5;Error: Please prepare your craft grid first!"..
"\nYour NPC needs to know what to craft.]"..
"button[1.5,1.5;2,0.9;back_from_error_msg;Back]"})
return
end
-- store the craft result (Note: the craft result may change in the future
-- if the server changes its craft result, making this craft invalid)
v[ "r_value" ] = player_inv:get_stack("craftpreview", 1):to_string()
v[ "r_craft_grid"] = {}
for i = 1, 9 do
-- store all the indigrents of the craft grid
table.insert( v[ "r_craft_grid" ],
player_inv:get_stack("craft", i):to_string())
end
-- "go to other dialog if the *previous* effect failed", -- 5
-- (only for effects; not for preconditions)
elseif(data.what and id_prefix == "r_" and data.what == 5) then
v[ "r_value" ] = data.on_failure
-- "send a chat message to all players", -- 6
-- (only for effects; not for preconditions)
elseif(data.what and id_prefix == "r_" and data.what == 6) then
data.chat_msg_text = fields.chat_msg_text
-- allow saving only if the placeholders are all present
-- (reason for requiring them: players and server owners ought to
-- be able to see who is responsible for a message)
if(not(string.find(data.chat_msg_text, "%$NPC_NAME%$"))
or not(string.find(data.chat_msg_text, "%$PLAYER_NAME%$"))
or not(string.find(data.chat_msg_text, "%$OWNER_NAME%$"))) then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[9,2.5]"..
"label[0.2,0.5;Error: Your chat message needs to contain "..
"the following\nplaceholders: $NPC_NAME$, "..
"$PLAYER_NAME$ and $OWNER_NAME$.\nThat way, other "..
"players will know who sent the message.]"..
"button[1.5,2.0;2,0.9;back_from_error_msg;Back]"})
return
end
v[ "r_value" ] = data.chat_msg_text
-- "The NPC gives something to the player (i.e. a quest item).", -- 4
-- "The player is expected to give something to the NPC (i.e. a quest item).", -- 5
-- (only for actions)
elseif(data.what and id_prefix == "a_" and (data.what == 4 or data.what == 5)) then
local trade_inv_list = "npc_gives"
if(data.what == 5) then
trade_inv_list = "npc_wants"
end
local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
if(not(trade_inv) or trade_inv:is_empty( trade_inv_list )) then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[9,2.5]"..
"label[0.2,0.5;Please insert an item first! Your NPC"..
"needs\nto know what it shall give to the player.]"..
"button[1.5,2.0;2,0.9;back_from_error_msg;Back]"})
return
end
v[ "a_on_failure" ] = data.action_failure_dialog
-- change the node in the slot
local stack = trade_inv:get_stack( trade_inv_list, 1)
if(not(stack) or not(minetest.registered_items[ stack:get_name() ])) then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[9,2.5]"..
"label[0.2,0.5;This item is unkown. Please use only known"..
"items.]"..
"button[1.5,2.0;2,0.9;back_from_error_msg;Back]"})
return
end
-- is this particular item blacklisted on this server?
if(yl_speak_up.blacklist_action_quest_item[ stack:get_name() ]) then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[9,2.5]"..
"label[0.2,0.5;Sorry. This item is blacklisted on this "..
"server.\nYou can't use it as a quest item.]"..
"button[1.5,2.0;2,0.9;back_from_error_msg;Back]"})
return
end
local meta = stack:get_meta()
-- what does the NPC want to give?
v[ "a_value" ] = stack:get_name().." "..stack:get_count()
if(data.what == 5) then
data.item_desc = meta:get_string("description")
end
-- set new description if there is one set (optional)
if(data.item_desc
and data.item_desc ~= ""
and data.item_desc ~= "- none set -") then
if(data.what == 4) then
meta:set_string("description", data.item_desc)
end
v[ "a_item_desc" ] = data.item_desc
end
if(data.what == 5) then
data.item_quest_id = meta:get_string("yl_speak_up:quest_id")
end
-- set special ID (optional)
if(data.item_quest_id
and data.item_quest_id ~= ""
and data.item_quest_id ~= "- no item set -") then
if(data.what == 4) then
-- which player got this quest item?
meta:set_string("yl_speak_up:quest_item_for", pname)
-- include the NPC id so that we know which NPC gave it
meta:set_string("yl_speak_up:quest_item_from", tostring(n_id))
-- extend quest_id by NPC id so that it becomes more uniq
meta:set_string("yl_speak_up:quest_id",
tostring(n_id).." "..tostring(data.item_quest_id))
end
v[ "a_item_quest_id" ] = data.item_quest_id
end
if( v["a_item_quest_id"] and not(v[ "a_item_desc"]) and data.what == 4) then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[9,2.5]"..
"label[0.2,0.5;You can't set a special quest ID without "..
"also changing\nthe description. The player would be "..
"unable to tell\nthe quest item and normal items "..
"apartapart.]"..
"button[1.5,2.0;2,0.9;back_from_error_msg;Back]"})
return
end
local player_inv = player:get_inventory()
if(not(player_inv:room_for_item("main", stack))) then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = "size[9,2.5]"..
"label[0.2,0.5;You have no room in your inventory for "..
"the example\nitem. Please make room so that it can be"..
"given back to you!]"..
"button[1.5,2.0;2,0.9;back_from_error_msg;Back]"})
return
end
player_inv:add_item("main", stack)
trade_inv:remove_item(trade_inv_list, stack)
-- just send a message that the save was successful and give the player time to
-- take his items back
show_save_msg = "size[9,2.5]"..
"label[0.2,0.5;The information was saved successfully.\n"..
"The item has been returned to your inventory.]"..
"button[1.5,2.0;2,0.9;back_from_error_msg;Back]"
end
-- only save if something was actually selected
if(v[ id_prefix.."value"]) then
if(not(dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ])) then
dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ] = {}
end
-- store the change in the dialog
dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ][ x_id ] = v
-- clear up data
yl_speak_up.speak_to[pname][ id_prefix.."id" ] = nil
yl_speak_up.speak_to[pname][ tmp_data_cache ] = nil
-- record this as a change, but do not save do disk yet
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..tostring(d_id)..": "..element_desc.." "..tostring(x_id)..
" added/changed for option "..tostring(o_id)..".")
if(show_save_msg) then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = show_save_msg})
return
end
-- TODO: when trying to save: save to disk as well?
-- show the new/changed precondition
yl_speak_up.show_fs(player, formspec_input_to, x_id)
return
end
end
-- selections in a dropdown menu (they trigger sending the formspec)
-- select a general direction/type first
if(fields.select_what) then
local nr = table.indexof(check_what, fields.select_what)
yl_speak_up.speak_to[pname][ tmp_data_cache ] = { what = nr }
-- select a subtype for the "a trade" selection
elseif(fields.select_trade) then
local nr = table.indexof(check_trade, fields.select_trade)
yl_speak_up.speak_to[pname][ tmp_data_cache ].trade = nr
-- select a subtype for the inventory selection (player or NPC)
elseif(fields.select_inv) then
local nr = table.indexof(check_inv, fields.select_inv)
yl_speak_up.speak_to[pname][ tmp_data_cache ].inv = nr
-- select data regarding a block
elseif(fields.select_block) then
local nr = table.indexof(check_block, fields.select_block)
yl_speak_up.speak_to[pname][ tmp_data_cache ].block = nr
-- select data regarding a variable
elseif(fields.select_variable) then
-- get the list of available variables (with the same elements
-- and the same sort order as when the dropdown was displayed)
local var_list = get_sorted_player_var_list_function(pname)
local nr = table.indexof(var_list, fields.select_variable)
if(nr) then
yl_speak_up.speak_to[pname][ tmp_data_cache ].variable = nr
yl_speak_up.speak_to[pname][ tmp_data_cache ].variable_name = var_list[ nr ]
end
-- select data regarding an operator
elseif(fields.select_operator) then
local nr = table.indexof(check_operator, fields.select_operator)
yl_speak_up.speak_to[pname][ tmp_data_cache ].operator = nr
elseif(fields.select_on_failure) then
-- in this case we really want the name of the target dialog
yl_speak_up.speak_to[pname][ tmp_data_cache ].on_failure = fields.select_on_failure
elseif(fields.select_on_action_failure
and data and data.what and (data.what == 4 or data.what == 5) and id_prefix == "a_") then
local dialog = yl_speak_up.speak_to[pname].dialog
local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs)
local nr = table.indexof(sorted_dialog_list, fields.select_on_action_failure)
yl_speak_up.speak_to[pname][ tmp_data_cache ].action_failure_dialog = nr
end
-- "Normal trade - one item(stack) for another item(stack).", -- 3
-- (only for actions)
-- TODO: this needs to be adjusted
if(data and data.what == 3 and id_prefix == "a_") then
-- remember which option was selected
yl_speak_up.speak_to[pname].o_id = o_id
-- do not switch target dialog (we are in edit mode)
yl_speak_up.speak_to[pname].target_d_id = nil
-- create a new trade for this dialog and option - with ID "<d_id> <o_id>"
yl_speak_up.show_fs(player, "add_trade_simple", tostring(d_id).." "..tostring(o_id))
return
end
-- the player wants to change/edit a precondition or effect
if(not(fields.back)
and (fields.change_element or fields.select_what or fields.select_trade
or fields.select_inv or fields.select_block
or fields.select_variable or fields.select_operator
or fields.select_on_failure
or fields.select_on_action_failure
or fields.back_from_error_msg)) then
yl_speak_up.show_fs(player, formspec_input_to)
return
end
-- go back to the edit option dialog
yl_speak_up.show_fs(player, "edit_option_dialog",
{n_id = n_id, d_id = d_id, o_id = o_id, caller= formspec_input_to})
end
yl_speak_up.get_fs_edit_option_related = function(player, table_click_result,
id_prefix, element_list_name, max_entries_allowed,
element_desc, tmp_data_cache,
what_do_you_want_txt,
check_what, check_operator, check_block, check_trade, check_inv,
get_sorted_player_var_list_function,
show_element_function,
table_of_name,
text_variable, text_select_operator, text_select_value,
text_block_position)
if(not(player)) then
return ""
end
local pname = player:get_player_name()
-- what are we talking about?
local n_id = yl_speak_up.speak_to[pname].n_id
local d_id = yl_speak_up.speak_to[pname].d_id
local o_id = yl_speak_up.speak_to[pname].o_id
local x_id = yl_speak_up.speak_to[pname][ id_prefix.."id" ]
-- this only works in edit mode
if(not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id) then
return "size[1,1]label[0,0;You cannot edit this NPC.]"
end
local dialog = yl_speak_up.speak_to[pname].dialog
if(not(dialog) or not(dialog.n_dialogs)
or not(dialog.n_dialogs[d_id])
or not(dialog.n_dialogs[d_id].d_options)
or not(dialog.n_dialogs[d_id].d_options[o_id])) then
return "size[4,1]label[0,0;Dialog option does not exist.]"
end
local elements = dialog.n_dialogs[d_id].d_options[o_id][ element_list_name ]
if(not(elements)) then
elements = {}
end
-- did we arrive here through clicking on an element in the dialog edit options menu?
if(table_click_result or elements[ table_click_result ]) then
if(not(elements[ table_click_result ])) then
-- which element has the player selected?
local sorted_key_list = yl_speak_up.sort_keys(elements)
local selected = minetest.explode_table_event(table_click_result)
-- use "new" if nothing fits
x_id = "new"
if((selected.type == "CHG" or selected.type == "DLC")
and selected.row <= #sorted_key_list) then
x_id = sorted_key_list[ selected.row ]
end
if( x_id == "new" and #sorted_key_list >= max_entries_allowed) then
return "size[9,1.5]"..
"label[0.2,0.0;There are only up to "..
minetest.formspec_escape(yl_speak_up.max_result_effects)..
" "..element_desc.."s allowed per dialog option.]"..
"button[2.0,0.8;1.0,0.9;back;Back]"
end
else
-- allow to directly specify a x_id to show
x_id = table_click_result
end
-- store which element we are talking about
yl_speak_up.speak_to[pname][ id_prefix.."id" ] = x_id
-- display the selected element
if(x_id ~= "new") then
return "formspec_version[3]"..
"size[20,3]"..
"bgcolor[#00000000;false]"..
"label[0.2,0.5;Selected "..element_desc..":]"..
"tablecolumns[text;color,span=1;text;text]"..
"table[0.2,0.8;19.6,0.7;"..table_of_name..";"..
minetest.formspec_escape(elements[ x_id ][ id_prefix.."id"])..
",#FFFF00,"..
minetest.formspec_escape(elements[ x_id ][ id_prefix.."type"])..
","..
minetest.formspec_escape(
show_element_function(elements[ x_id ]))..";0]"..
"button[2.0,1.8;1.5,0.9;delete_element;Delete]"..
"button[4.0,1.8;1.5,0.9;change_element;Change]"..
"button[6.0,1.8;1,0.9;back;Back]"
end
end
-- did the player get here through punching a block in the meantime?
local block_pos = yl_speak_up.speak_to[pname].block_punched
yl_speak_up.speak_to[pname].block_punched = nil
local data = yl_speak_up.speak_to[pname][ tmp_data_cache ]
if(not(data) or not(data.what)) then
data = { what = 1}
end
-- fallback
if(not(x_id)) then
x_id = "new"
end
local save_button = "button[5.0,9.8;1,0.7;save_element;Save]"
local formspec =
"formspec_version[3]"..
"size[20,11]"..
"label[5,0.5;Edit "..element_desc.." \""..minetest.formspec_escape(x_id).."\"]"..
"label[0.2,1.5;"..what_do_you_want_txt.."]"..
"label[0.2,2.0;Something regarding...]"..
"dropdown[4.0,1.8;14.0,0.6;select_what;"..
table.concat(check_what, ",")..";"..
tostring(data.what)..";]"..
"button[3.0,9.8;1,0.7;back;Abort]"
if(id_prefix ~= "a_") then
formspec = formspec..
"label[1,9.0;If you are unsure if your setup of pre(C)onditions and (Ef)fects "..
"works as intended,\ntype \"/npc_talk_debug "..tostring(n_id).."\" "..
"in chat in order to enter debug mode. You can leave it with "..
"\"/npc_talk_debug off\".]"
end
-- "an internal state (i.e. of a quest)", -- 2
-- (state is the second offered option in both preconditions and effects list)
if(data.what and data.what == 2 and id_prefix ~= "a_") then
if(not(data.variable) or data.variable == 1) then
data.variable = 1
-- not enough selected yet for saving
save_button = ""
elseif(not(data.operator) or data.operator == 1) then
data.operator = 1
save_button = ""
end
local field_for_value = "field[11.2,4.8;7.0,0.6;var_cmp_value;;"..
minetest.formspec_escape(data.var_cmp_value or "- enter value -").."]"
-- do not show value input field for unary operators
-- (unary operators are diffrent for prerequirements and effects)
if(not(data.operator)
or (id_prefix == "p_" and (data.operator == 1 or data.operator >= 8))
or (id_prefix == "r_" and (data.operator == 3))) then
field_for_value = "label[11.2,5.1;- not used for this operator -]"
end
-- the list of available variables needs to be extended with the ones
-- the player has read access to, and the order has to be constant
-- (because dropdown just returns an index)
local var_list = get_sorted_player_var_list_function(pname)
formspec = formspec..
"label[0.2,3.3;"..text_variable.."]"..
"label[0.2,4.3;Name of variable:]"..
"dropdown[0.2,4.8;6.5,0.6;select_variable;"..
table.concat(var_list, ",")..";"..
tostring(data.variable)..";]"..
"label[7.0,4.3;"..text_select_operator.."]"..
"dropdown[7.0,4.8;4.0,0.6;select_operator;"..
table.concat(check_operator, ",")..";"..
tostring(data.operator)..";]"..
"label[11.2,4.3;"..text_select_value.."]"..
field_for_value
-- "a block somewhere", -- 3
-- (block is the third offered option in both preconditions and effects list)
elseif(data.what and data.what == 3 and id_prefix ~= "a_") then
local block_pos_str = "- none set -"
local node = {name = "- unknown -", param2 = "- unkown -"}
if(not(block_pos) and data and data.block_pos) then
block_pos = data.block_pos
end
local error_is_protected = ""
if(block_pos) then
-- store for later usage
data.block_pos = block_pos
local tmp_pos = {x=block_pos.x, y=block_pos.y, z=block_pos.z}
-- "I can't punch it. The block is as the block *above* the one I punched.",
-- (only valid for preconditions; not for effects - because the player and
-- his NPC need to be able to build there)
if(data.block and id_prefix == "p_" and data.block == 5) then
tmp_pos.y = block_pos.y + 1
end
-- effects (and, likewise, preconditions): the player at least has to be able to
-- build at that position - check that
if(minetest.is_protected(tmp_pos, pname)) then
error_is_protected = "label[0.2,7.8;Error: "..
"The position you punched is protected. It cannot be used by "..
"your NPC for checks or building. Please select a diffrent block!]"
block_pos = nil
data.block_pos = nil
else
block_pos_str = minetest.pos_to_string(tmp_pos)
node = minetest.get_node_or_nil(tmp_pos)
if(not(node)) then
node = {name = "- unknown -", param2 = "- unkown -"}
end
-- "There shall be air instead of this block.",
-- (only valid for preconditions)
if(data.block and id_prefix == "p_" and data.block == 3) then
node = {name = "air", param2 = 0}
end
-- cache that (in case a sapling grows or someone else changes it)
data.node_data = node
end
end
if(node.name == "- unknown -") then
save_button = ""
end
if(not(data.block) or data.block == 1) then
data.block = 1
-- not enough selected yet for saving
save_button = ""
end
formspec = formspec..
"label[0.2,3.3;"..text_block_position.."]"..
"dropdown[4.0,3.5;16.0,0.6;select_block;"..
table.concat(check_block, ",")..";"..
tostring(data.block)..";]"..
"label[0.2,4.8;Position of the block:]"..
"label[4.0,4.8;"..minetest.formspec_escape(block_pos_str).."]"..
"label[0.2,5.8;Name of block:]"..
"label[4.0,5.8;"..minetest.formspec_escape(node.name).."]"..
"label[0.2,6.8;Orientation (param2):]"..
"label[4.0,6.8;"..minetest.formspec_escape(node.param2).."]"..
"button_exit[10.0,5.5;4.0,0.7;select_block_pos;Set position of block]"..
"tooltip[select_block_pos;Click on this button to select a block.\n"..
"This menu will close and you will be asked to punch\n"..
"the block at the position you want to check or change.\n"..
"After punching it, you will be returned to this menu.]"..
error_is_protected
-- "a trade", -- 4
-- (trade - only for preconditions; effects have something else here)
elseif(data.what and id_prefix == "p_" and data.what == 4) then
if(not(data.trade) or data.trade == 1) then
data.trade = 1
-- not enough selected yet for saving
save_button = ""
end
formspec = formspec..
"label[0.2,3.3;If the action is a trade, the following shall be true:]"..
"dropdown[4.0,3.5;16.0,0.6;select_trade;"..
table.concat(check_trade, ",")..";"..
tostring(data.trade)..";]"
-- "the inventory of the player", -- 5
-- "the inventory of the NPC", -- 6
-- (inventory - only for preconditions; effects have something else here)
elseif(data.what and id_prefix == "p_" and data.what >= 5 and data.what <= 6) then
if(not(data.inv) or data.inv == 1) then
data.inv = 1
-- not enough selected yet for saving
save_button = ""
end
formspec = formspec..
"label[0.2,3.3;The following shall be true about the inventory:]"..
"dropdown[4.0,3.5;16.0,0.6;select_inv;"..
table.concat(check_inv, ",")..";"..
tostring(data.inv)..";]"..
"label[0.2,4.5;Name of the item(stack):]"..
"field[4.0,4.3;16.0,0.6;inv_stack_name;;"..(data.inv_stack_name or "").."]"..
"tooltip[inv_stack_name;Enter name of the block and amount.\n"..
"Example: \"default:apple 3\" for three apples,\n"..
" \"farming:bread\" for a bread.]"
-- "NPC crafts soemthing", -- 4
-- (craft - only for effects - not for preconditions)
elseif(data.what and id_prefix == "r_" and data.what == 4) then
formspec = formspec..
"label[8,2.6;Your invnetory:]"..
"list[current_player;main;8,3;8,4;]"..
"label[1,3.1;Your craft grid:]"..
"list[current_player;craft;1,3.5;3,3;]"..
"list[current_player;craftpreview;5.8,4.75;1,1;]"..
"image[4.6,4.8;1,1;gui_furnace_arrow_bg.png^[transformR270]"..
"label[1,8.0;Use your craft grid to show your NPC what to craft "..
"and how. Click on \"Save\" to save.]"
-- "go to other dialog if the *previous* effect failed", -- 5
-- (on_failure - only for effects - not for preconditions)
elseif(data.what and id_prefix == "r_" and data.what == 5) then
local dialog = yl_speak_up.speak_to[pname].dialog
local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs)
local nr = 1
if(not(data) or not(data.on_failure)) then
save_button = ""
else
nr = table.indexof(sorted_dialog_list, data.on_failure)
end
formspec = formspec..
"label[0.2,3.3;If the *previous* effect failed,]"..
"label[0.2,3.8;switch to the following dialog:]"..
"dropdown[5.0,3.5;6.5,0.6;select_on_failure;"..
table.concat(sorted_dialog_list, ",")..";"..
tostring(nr)..";]"
-- "send a chat message to all players" -- 6
elseif(data.what and id_prefix == "r_" and data.what == 6) then
local text = "$NPC_NAME$ (owned by $OWNER_NAME$) announces: $PLAYER_NAME$ "..
"- example; please enter the text -"
if(data and data.chat_msg_text) then
text = data.chat_msg_text
end
formspec = formspec..
"label[0.2,3.3;Send the following chat message to *all* players:]"..
"label[0.2,4.1;Message:]"..
"field[2.0,3.8;16.0,0.6;chat_msg_text;;"..
minetest.formspec_escape(tostring(text)).."]"..
"label[0.2,5.3;Note: Your chat message needs to contain the following placeholders,"..
" which will be replaced automaticly like in dialog texts:"..
"\n$NPC_NAME$, $PLAYER_NAME$ and $OWNER_NAME$.]"
-- "The NPC gives something to the player (i.e. a quest item).", -- 4
-- (only for actions)
elseif(data.what and id_prefix == "a_" and data.what == 4) then
local pname = player:get_player_name()
local dialog = yl_speak_up.speak_to[pname].dialog
local item_quest_id = "- none set -"
if(data and data.item_quest_id) then
item_quest_id = data.item_quest_id
end
local item_desc = "- no item set -"
if(data and data.item_desc) then
item_desc = data.item_desc
end
local nr = 1
if(data and data.action_failure_dialog) then
nr = data.action_failure_dialog + 1
end
local stack_name = ""
if(data and data.item_node_name) then
stack_name = data.item_node_name
end
local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs)
formspec = formspec..
"label[8,2.6;Your invnetory:]"..
"list[current_player;main;8,3;8,4;]"..
"label[1,3.1;"..minetest.formspec_escape(dialog.n_npc or "?").." gives:]"..
"list[detached:yl_speak_up_player_"..pname..";npc_gives;2,3.5;1,1;]"..
"label[3.2,4.0;"..minetest.formspec_escape(stack_name).."]"..
"label[1,4.9;The player shall take this offered item.\n"..
"If he doesn't, go to dialog:]"..
"dropdown[5.0,5.1;2.8,0.6;select_on_action_failure;"..
"- current one -,"..
table.concat(sorted_dialog_list, ",")..";"..tostring(nr)..";]"..
"label[0.2,6.1;Set a description to turn the item into a special\n"..
"quest item. Set a special ID (short text) so that\n"..
"the player cannot create a fake item. Click on \n"..
"\"Save\" to apply the changes.]"..
"label[0.2,8.3;Special ID to set:]"..
"field[3.2,8.0;14.5,0.6;action_item_quest_id;;"..
minetest.formspec_escape(tostring(item_quest_id)).."]"..
"tooltip[action_item_quest_id;"..
"Set this to a text that helps *you* to remember what this\n"..
"special quest item is for (i.e. \"quest_deliver_augusts_"..
"letter\").\n"..
"The ID will be extended with the ID of the NPC and the\n"..
"name of the player who got this item from the NPC.]"..
"label[0.2,9.0;Description to set:]"..
"field[3.2,8.7;14.5,0.6;action_item_desc;;"..
minetest.formspec_escape(tostring(item_desc)).."]"..
"tooltip[action_item_desc;"..
"Set this to a text that helps the *player* to remember what\n"..
"this special quest item is for (i.e. \"Letter from August to\n"..
"Frederike\" for a piece of paper).\n"..
"This description is shown in the inventory on mouseover.]"
-- "The player is expected to give something to the NPC (i.e. a quest item).", -- 5
-- (only for actions)
elseif(data.what and id_prefix == "a_" and data.what == 5) then
local pname = player:get_player_name()
local dialog = yl_speak_up.speak_to[pname].dialog
local item_quest_id = "- none set -"
if(data and data.item_quest_id) then
item_quest_id = data.item_quest_id
end
local item_desc = "- no item set -"
if(data and data.item_desc) then
item_desc = data.item_desc
end
local nr = 1
if(data and data.action_failure_dialog) then
nr = data.action_failure_dialog + 1
end
local stack_name = ""
if(data and data.item_node_name) then
stack_name = data.item_node_name
end
local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs)
formspec = formspec..
"label[8,2.6;Your invnetory:]"..
"list[current_player;main;8,3;8,4;]"..
"label[1,3.1;"..minetest.formspec_escape(dialog.n_npc or "?").." wants:]"..
"list[detached:yl_speak_up_player_"..pname..";npc_wants;2,3.5;1,1;]"..
"label[3.2,4.0;"..minetest.formspec_escape(stack_name).."]"..
"label[1,4.9;The player shall give the NPC this item.\n"..
"If he doesn't, go to dialog:]"..
"dropdown[5.0,5.1;2.8,0.6;select_on_action_failure;"..
"- current one -,"..
table.concat(sorted_dialog_list, ",")..";"..tostring(nr)..";]"..
"label[0.2,6.1;If you want a special ID and description, create\n"..
"those via the \"NPC gives something to the player\"\n"..
"menu option first and insert that item here.]"..
"label[0.2,8.3;Expected special ID:]"..
"label[4.0,8.3;"..
minetest.formspec_escape(tostring(item_quest_id)).."]"..
"label[0.2,9.0;Expected description:]"..
"label[4.0,9.0;"..
minetest.formspec_escape(tostring(item_desc)).."]"
end
return formspec..save_button
end