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https://gitea.your-land.de/Sokomine/yl_speak_up.git
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110 lines
3.8 KiB
Lua
110 lines
3.8 KiB
Lua
-- handle properties
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-- Properties for NPC --
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-- This is used when an NPC doesn't have a specific dialog but still wants to
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-- make use of a (or some) generic dialog(es)
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-- helper function:
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-- get one property value of the NPC
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yl_speak_up.get_one_npc_property = function(pname, property_name)
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if(not(pname)) then
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return nil
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end
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-- get just the property data
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return yl_speak_up.get_npc_properties(pname, false)[property_name]
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end
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-- helper function;
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-- adds "normal" properties of the npc with a self.<property_name> prefix as well
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-- if long_version is not set, a table containing all properties is returned;
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-- if long_version *is* set, a table containing the table above plus additional entries is returned
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yl_speak_up.get_npc_properties_long_version = function(pname, long_version)
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if(not(pname) or not(yl_speak_up.speak_to[pname])) then
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return {}
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end
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local obj = yl_speak_up.speak_to[pname].obj
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if(not(obj)) then
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return {}
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end
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local entity = obj:get_luaentity()
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if(not(entity)) then
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return {}
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end
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if(not(entity.yl_speak_up)) then
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return {}
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end
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local properties = entity.yl_speak_up.properties
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if(not(properties)) then
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properties = {}
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entity.yl_speak_up.properties = properties
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end
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-- copy other property data that is stored under self.* over as well (like i.e. self.order for mobs_redo)
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for k, v in pairs(entity) do
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local t = type(v)
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if(t == "string" or t == "number" or t == "boolean") then
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properties["self."..tostring(k)] = tostring(v)
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end
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end
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properties["self.name"] = tostring(entity.name)
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if(not(long_version)) then
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return properties
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end
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-- the long version contains additional information
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local prop_names = {}
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for k, v in pairs(properties) do
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table.insert(prop_names, k)
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end
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table.sort(prop_names)
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return {obj = obj, entity = entity, properties = properties, prop_names = prop_names}
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end
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-- most of the time we don't need object, entity or a list of the names of properties;
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-- this returns just the properties themshelves
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yl_speak_up.get_npc_properties = function(pname)
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return yl_speak_up.get_npc_properties_long_version(pname, false)
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end
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yl_speak_up.set_npc_property = function(pname, property_name, property_value, reason)
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if(not(pname) or not(property_name) or property_name == "") then
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return "No player name or property name given. Cannot load property data."
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end
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-- here we want a table with additional information
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local property_data = yl_speak_up.get_npc_properties_long_version(pname, true)
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if(not(property_data)) then
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return "Failed to load property data of NPC."
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end
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-- it is possible to react to property changes with special custom handlers
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if(yl_speak_up.custom_property_handler[property_name]) then
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-- the table contains the pointer to a fucntion
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local fun = yl_speak_up.custom_property_handler[property_name]
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-- call that function with the current values
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return fun(pname, property_name, property_value, property_data)
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end
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-- properties of type self. are not set directly
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if(string.sub(property_name, 1, 5) == "self.") then
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return "Properties of the type \"self.\" cannot be modified."
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end
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-- properites starting with "server" can only be changed or added manually by
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-- players with the npc_talk_admin priv
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if(string.sub(property_name, 1, 6) == "server") then
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if(not(reason) or reason ~= "manually" or not(pname)
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or not(minetest.check_player_privs(pname, {npc_talk_admin=true}))) then
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return "Properties starting with \"server\" can only be changed by players "..
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"who have the \"npc_talk_admin\" priv."
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end
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end
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-- store it
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if(property_data.entity) then
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property_data.entity.yl_speak_up.properties[property_name] = property_value
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local n_id = yl_speak_up.speak_to[pname].n_id
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yl_speak_up.log_change(pname, n_id, "Property \""..tostring(property_name)..
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"\" set to \""..tostring(property_value).."\".")
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end
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-- TODO: handle non-npc (blocks etc)
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return "OK"
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end
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