mirror of
https://gitea.your-land.de/Sokomine/yl_speak_up.git
synced 2025-06-15 16:18:01 +02:00
703 lines
24 KiB
Lua
703 lines
24 KiB
Lua
--###
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-- Init
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--###
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-- self (the npc as such) is rarely passed on to any functions; in order to be able to check if
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-- the player really owns the npc, we need to have that data available;
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-- format: yl_speak_up.npc_owner[ npc_id ] = owner_name
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yl_speak_up.npc_owner = {}
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-- store the current trade between player and npc in case it gets edited in the meantime
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yl_speak_up.trade = {}
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-- store what the player last entered in an text_input action
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yl_speak_up.last_text_input = {}
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yl_speak_up.reset_vars_for_player = function(pname, reset_fs_version)
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yl_speak_up.speak_to[pname] = nil
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yl_speak_up.last_text_input[pname] = nil
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-- when just stopping editing: don't reset the fs_version
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if(reset_fs_version) then
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yl_speak_up.fs_version[pname] = nil
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end
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end
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--###
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-- Debug
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--###
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yl_speak_up.debug = true
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--###
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-- Helpers
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--###
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yl_speak_up.get_number_from_id = function(any_id)
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if(not(any_id) or any_id == "d_got_item" or any_id == "d_end" or any_id == "d_dynamic") then
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return "0"
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end
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return string.split(any_id, "_")[2]
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end
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local function save_path(n_id)
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return yl_speak_up.worldpath .. yl_speak_up.path .. DIR_DELIM .. n_id .. ".json"
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end
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yl_speak_up.get_error_message = function()
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local formspec = {
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"size[13.4,8.5]",
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"bgcolor[#FF0000]",
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"label[0.2,0.35;Please save a NPC file first]",
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"button_exit[0.2,7.7;3,0.75;button_back;Back]"
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}
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return table.concat(formspec, "")
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end
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yl_speak_up.find_next_id = function(t)
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local start_id = 1
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if t == nil then
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return start_id
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end
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local keynum = 1
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for k, _ in pairs(t) do
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local keynum = tonumber(yl_speak_up.get_number_from_id(k))
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if keynum and keynum >= start_id then
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start_id = keynum + 1
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end
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end
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return start_id
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end
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yl_speak_up.sanitize_sort = function(options, value)
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local retval = value
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if value == "" or value == nil or tonumber(value) == nil then
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local temp = 0
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for k, v in pairs(options) do
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if v.o_sort ~= nil then
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if tonumber(v.o_sort) > temp then
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temp = tonumber(v.o_sort)
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end
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end
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end
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retval = tostring(temp + 1)
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end
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return retval
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end
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--###
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--Load and Save
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--###
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-- we can't really log changes here in this function because we don't know *what* has been changed
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yl_speak_up.save_dialog = function(n_id, dialog)
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if type(n_id) ~= "string" or type(dialog) ~= "table" then
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return false
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end
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local p = save_path(n_id)
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-- save some data (in particular usage of quest variables)
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yl_speak_up.update_stored_npc_data(n_id, dialog)
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-- make sure we never store any automaticly added generic dialogs
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dialog = yl_speak_up.strip_generic_dialogs(dialog)
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-- never store d_dynamic dialogs
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if(dialog.n_dialogs and dialog.n_dialogs["d_dynamic"]) then
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dialog.n_dialogs["d_dynamic"] = nil
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end
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local content = minetest.write_json(dialog)
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return minetest.safe_file_write(p, content)
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end
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-- if a player is supplied: include generic dialogs
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yl_speak_up.load_dialog = function(n_id, player) -- returns the saved dialog
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local p = save_path(n_id)
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-- note: add_generic_dialogs will also add an empty d_dynamic dialog
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local file, err = io.open(p, "r")
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if err then
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return yl_speak_up.add_generic_dialogs({}, n_id, player)
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end
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io.input(file)
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local content = io.read()
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local dialog = minetest.parse_json(content)
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io.close(file)
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if type(dialog) ~= "table" then
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dialog = {}
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end
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return yl_speak_up.add_generic_dialogs(dialog, n_id, player)
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end
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-- used by staff and input_inital_config
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yl_speak_up.fields_to_dialog = function(pname, fields)
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local n_id = yl_speak_up.speak_to[pname].n_id
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local dialog = yl_speak_up.load_dialog(n_id, false)
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local save_d_id = ""
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if next(dialog) == nil then -- No file found. Let's create the basic values
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dialog = {}
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dialog.n_dialogs = {}
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end
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if dialog.n_dialogs == nil or next(dialog.n_dialogs) == nil then --No dialogs found. Let's make a table
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dialog.n_dialogs = {}
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end
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if fields.d_text ~= "" then -- If there is dialog text, then save new or old dialog
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if fields.d_id == yl_speak_up.text_new_dialog_id then --New dialog --
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-- Find highest d_id and increase by 1
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save_d_id = "d_" .. yl_speak_up.find_next_id(dialog.n_dialogs)
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-- Initialize empty dialog
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dialog.n_dialogs[save_d_id] = {}
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else -- Already existing dialog
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save_d_id = fields.d_id
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end
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-- Change dialog
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dialog.n_dialogs[save_d_id].d_id = save_d_id
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dialog.n_dialogs[save_d_id].d_type = "text"
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dialog.n_dialogs[save_d_id].d_text = fields.d_text
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dialog.n_dialogs[save_d_id].d_sort = fields.d_sort
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end
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--Context
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yl_speak_up.speak_to[pname].d_id = save_d_id
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-- Just in case the NPC vlaues where changed or set
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dialog.n_id = n_id
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dialog.n_description = fields.n_description
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dialog.n_npc = fields.n_npc
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dialog.npc_owner = fields.npc_owner
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return dialog
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end
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yl_speak_up.delete_dialog = function(n_id, d_id)
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if d_id == yl_speak_up.text_new_dialog_id then
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return false
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end -- We don't delete "New dialog"
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local dialog = yl_speak_up.load_dialog(n_id, false)
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dialog.n_dialogs[d_id] = nil
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yl_speak_up.save_dialog(n_id, dialog)
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end
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--###
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--Formspecs
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--###
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-- get formspecs
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-- talk
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-- receive fields
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-- talk
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-- helper function
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-- the option to override next_id and provide a value is needed when a new dialog was
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-- added, then edited, and then discarded; it's still needed after that, but has to
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-- be reset to empty state (wasn't stored before)
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yl_speak_up.add_new_dialog = function(dialog, pname, next_id, dialog_text)
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if(not(next_id)) then
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next_id = yl_speak_up.find_next_id(dialog.n_dialogs)
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end
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local future_d_id = "d_" .. next_id
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-- Initialize empty dialog
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dialog.n_dialogs[future_d_id] = {
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d_id = future_d_id,
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d_type = "text",
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d_text = (dialog_text or ""),
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d_sort = next_id
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}
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-- store that there have been changes to this npc
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-- (better ask only when the new dialog is changed)
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-- table.insert(yl_speak_up.npc_was_changed[ yl_speak_up.edit_mode[pname] ],
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-- "Dialog "..future_d_id..": New dialog added.")
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-- add an option for going back to the start of the dialog;
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-- this is an option which the player can delete and change according to needs,
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-- not a fixed button which may not always fit
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if(not(dialog_text)) then
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-- we want to go back to the start from here
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local target_dialog = yl_speak_up.get_start_dialog_id(dialog)
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-- this text will be used for the button
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local option_text = "Let's go back to the start of our talk."
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-- we just created this dialog - this will be the first option
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yl_speak_up.add_new_option(dialog, pname, "1", future_d_id, option_text, target_dialog)
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end
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return future_d_id
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end
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-- add a new option/answer to dialog d_id with option_text (or default "")
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-- option_text (optional) the text that shall be shown as option/answer
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-- target_dialog (optional) the target dialog where the player will end up when choosing
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-- this option/answer
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yl_speak_up.add_new_option = function(dialog, pname, next_id, d_id, option_text, target_dialog)
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if(not(dialog) or not(dialog.n_dialogs) or not(dialog.n_dialogs[d_id])) then
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return nil
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end
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if dialog.n_dialogs[d_id].d_options == nil then
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-- make sure d_options exists
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dialog.n_dialogs[d_id].d_options = {}
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else
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-- we don't want an infinite amount of answers per dialog
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local sorted_list = yl_speak_up.get_sorted_options(dialog.n_dialogs[d_id].d_options, "o_sort")
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local anz_options = #sorted_list
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if(anz_options >= yl_speak_up.max_number_of_options_per_dialog) then
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-- nothing added
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return nil
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end
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end
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if(not(next_id)) then
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next_id = yl_speak_up.find_next_id(dialog.n_dialogs[d_id].d_options)
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end
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local future_o_id = "o_" .. next_id
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dialog.n_dialogs[d_id].d_options[future_o_id] = {
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o_id = future_o_id,
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o_hide_when_prerequisites_not_met = "false",
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o_grey_when_prerequisites_not_met = "false",
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o_sort = -1,
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o_text_when_prerequisites_not_met = "",
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o_text_when_prerequisites_met = (option_text or ""),
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}
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-- necessary in order for it to work
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local s = yl_speak_up.sanitize_sort(dialog.n_dialogs[d_id].d_options, yl_speak_up.speak_to[pname].o_sort)
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dialog.n_dialogs[d_id].d_options[future_o_id].o_sort = s
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-- log only in edit mode
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local n_id = yl_speak_up.speak_to[pname].n_id
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-- would be too difficult to add an exception for edit_mode here; thus, we do it directly here:
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if(yl_speak_up.npc_was_changed
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and yl_speak_up.npc_was_changed[n_id]) then
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table.insert(yl_speak_up.npc_was_changed[ n_id ],
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"Dialog "..d_id..": Added new option/answer "..future_o_id..".")
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end
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-- letting d_got_item point back to itself is not a good idea because the
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-- NPC will then end up in a loop; plus the d_got_item dialog is intended for
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-- automatic processing, not for showing to the player
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if(d_id == "d_got_item") then
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-- unless the player specifies something better, we go back to the start dialog
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-- (that is where d_got_item got called from anyway)
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target_dialog = yl_speak_up.get_start_dialog_id(dialog)
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-- ...and this option needs to be selected automaticly
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dialog.n_dialogs[d_id].d_options[future_o_id].o_autoanswer = 1
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elseif(d_id == "d_trade") then
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-- we really don't want to go to another dialog from here
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target_dialog = "d_trade"
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-- ...and this option needs to be selected automaticly
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dialog.n_dialogs[d_id].d_options[future_o_id].o_autoanswer = 1
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end
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local future_r_id = nil
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-- create a fitting dialog result automaticly if possible:
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-- give this new dialog a dialog result that leads back to this dialog
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-- (which is more helpful than creating tons of empty dialogs)
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if(target_dialog and (dialog.n_dialogs[target_dialog] or target_dialog == "d_end")) then
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future_r_id = yl_speak_up.add_new_result(dialog, d_id, future_o_id)
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-- actually store the new result
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dialog.n_dialogs[d_id].d_options[future_o_id].o_results = {}
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dialog.n_dialogs[d_id].d_options[future_o_id].o_results[future_r_id] = {
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r_id = future_r_id,
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r_type = "dialog",
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r_value = target_dialog}
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end
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-- the d_got_item dialog is special; players can easily forget to add the
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-- necessary preconditions and effects, so we do that manually here
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if(d_id == "d_got_item") then
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-- we also need a precondition so that the o_autoanswer can actually get called
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dialog.n_dialogs[d_id].d_options[future_o_id].o_prerequisites = {}
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-- we just added this option; this is the first and for now only precondition for it;
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-- the player still has to adjust it, but at least it is a reasonable default
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dialog.n_dialogs[d_id].d_options[future_o_id].o_prerequisites["p_1"] = {
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p_id = "p_1",
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p_type = "player_offered_item",
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p_item_stack_size = tostring(next_id),
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p_match_stack_size = "exactly",
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-- this is just a simple example item and ought to be changed after adding
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p_value = "default:stick "..tostring(next_id)}
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-- we need to show the player that his action was successful
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dialog.n_dialogs[d_id].d_options[future_o_id].o_results[future_r_id].alternate_text =
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"Thank you for the "..tostring(next_id).." stick(s)! "..
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"Never can't have enough sticks.\n$TEXT$"
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-- we need an effect for accepting the item;
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-- taking all that was offered and putting it into the NPC's inventory is a good default
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future_r_id = yl_speak_up.add_new_result(dialog, d_id, future_o_id)
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dialog.n_dialogs[d_id].d_options[future_o_id].o_results[future_r_id] = {
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r_id = future_r_id,
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r_type = "deal_with_offered_item",
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r_value = "take_all"}
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-- the trade dialog is equally special
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elseif(d_id == "d_trade") then
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dialog.n_dialogs[d_id].d_options[future_o_id].o_prerequisites = {}
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-- this is just an example
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dialog.n_dialogs[d_id].d_options[future_o_id].o_prerequisites["p_1"] = {
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p_id = "p_1",
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p_type = "npc_inv",
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p_value = "inv_does_not_contain",
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p_inv_list_name = "npc_main",
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p_itemstack = "default:stick "..tostring(100-next_id)}
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future_r_id = yl_speak_up.add_new_result(dialog, d_id, future_o_id)
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-- example craft
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dialog.n_dialogs[d_id].d_options[future_o_id].o_results[future_r_id] = {
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r_id = future_r_id,
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r_type = "craft",
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r_value = "default:stick 4",
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o_sort = "1",
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r_craft_grid = {"default:wood", "", "", "", "", "", "", "", ""}}
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end
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return future_o_id
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end
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-- add a new result to option o_id of dialog d_id
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yl_speak_up.add_new_result = function(dialog, d_id, o_id)
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if(not(dialog) or not(dialog.n_dialogs) or not(dialog.n_dialogs[d_id])
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or not(dialog.n_dialogs[d_id].d_options) or not(dialog.n_dialogs[d_id].d_options[o_id])) then
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return
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end
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-- create a new result (first the id, then the actual result)
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local future_r_id = "r_" .. yl_speak_up.find_next_id(dialog.n_dialogs[d_id].d_options[o_id].o_results)
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if future_r_id == "r_1" then
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dialog.n_dialogs[d_id].d_options[o_id].o_results = {}
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end
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dialog.n_dialogs[d_id].d_options[o_id].o_results[future_r_id] = {}
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return future_r_id
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end
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-- this is useful for result types that can exist only once per option
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-- (apart from editing with the staff);
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-- examples: "dialog" and "trade";
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-- returns tue r_id or nil if no result of that type has been found
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yl_speak_up.get_result_id_by_type = function(dialog, d_id, o_id, result_type)
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if(not(dialog) or not(dialog.n_dialogs) or not(dialog.n_dialogs[d_id])
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or not(dialog.n_dialogs[d_id].d_options) or not(dialog.n_dialogs[d_id].d_options[o_id])) then
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return
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end
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local results = dialog.n_dialogs[d_id].d_options[o_id].o_results
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if(not(results)) then
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return
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end
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for k, v in pairs(results) do
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if(v.r_type == result_type) then
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return k
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end
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end
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end
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-- helper function for sorting options/answers using options[o_id].o_sort
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-- (or dialogs by d_sort)
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yl_speak_up.get_sorted_options = function(options, sort_by)
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local sorted_list = {}
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for k,v in pairs(options) do
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table.insert(sorted_list, k)
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end
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table.sort(sorted_list,
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function(a,b)
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if(not(options[a][sort_by])) then
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return false
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elseif(not(options[b][sort_by])) then
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return true
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-- sadly not all entries are numeric
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elseif(tonumber(options[a][sort_by]) and tonumber(options[b][sort_by])) then
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return (tonumber(options[a][sort_by]) < tonumber(options[b][sort_by]))
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-- numbers have a higher priority
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elseif(tonumber(options[a][sort_by])) then
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return true
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elseif(tonumber(options[b][sort_by])) then
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return false
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-- if the value is the same: sort by index
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elseif(options[a][sort_by] == options[b][sort_by]) then
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return (a < b)
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else
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return (options[a][sort_by] < options[b][sort_by])
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end
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end
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)
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return sorted_list
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end
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-- simple sort of keys of a table numericly;
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-- this is not efficient - but that doesn't matter: the lists are small and
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-- it is only executed when configuring an NPC
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-- simple: if the parameter is true, the keys will just be sorted (i.e. player names) - which is
|
|
-- not enough for d_<nr>, o_<nr> etc. (which need more care when sorting)
|
|
yl_speak_up.sort_keys = function(t, simple)
|
|
local keys = {}
|
|
for k, v in pairs(t) do
|
|
-- add a prefix so that p_2 ends up before p_10
|
|
if(not(simple) and string.len(k) == 3) then
|
|
k = "a"..k
|
|
end
|
|
table.insert(keys, k)
|
|
end
|
|
table.sort(keys)
|
|
if(simple) then
|
|
return keys
|
|
end
|
|
for i,k in ipairs(keys) do
|
|
-- avoid cutting the single a from a_1 (action 1)
|
|
if(k and string.sub(k, 1, 1) == "a" and string.sub(k, 2, 2) ~= "_") then
|
|
-- remove the leading blank
|
|
keys[i] = string.sub(k, 2)
|
|
end
|
|
end
|
|
return keys
|
|
end
|
|
|
|
|
|
-- identify multiple results that lead to target dialogs
|
|
yl_speak_up.check_for_disambigous_results = function(n_id, pname)
|
|
local errors_found = false
|
|
-- this is only checked when trying to edit this npc;
|
|
-- let's stick to check the dialogs of this one without generic dialogs
|
|
local dialog = yl_speak_up.load_dialog(n_id, false)
|
|
-- nothing defined yet - nothing to repair
|
|
if(not(dialog.n_dialogs)) then
|
|
return
|
|
end
|
|
-- iterate over all dialogs
|
|
for d_id, d in pairs(dialog.n_dialogs) do
|
|
if(d_id and d and d.d_options) then
|
|
-- iterate over all options
|
|
for o_id, o in pairs(d.d_options) do
|
|
if(o_id and o and o.o_results) then
|
|
local dialog_results = {}
|
|
-- iterate over all results
|
|
for r_id, r in pairs(o.o_results) do
|
|
if(r.r_type == "dialog") then
|
|
table.insert(dialog_results, r_id)
|
|
end
|
|
end
|
|
if(#dialog_results>1) then
|
|
local msg = "ERROR: Dialog "..
|
|
tostring(d_id)..", option "..tostring(o_id)..
|
|
", has multiple results of type dialog: "..
|
|
minetest.serialize(dialog_results)..". Please "..
|
|
"let someone with npc_master priv fix that first!"
|
|
yl_speak_up.log_change(pname, n_id, msg, "error")
|
|
if(pname) then
|
|
minetest.chat_send_player(pname, msg)
|
|
end
|
|
errors_found = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return errors_found
|
|
end
|
|
|
|
|
|
-- Make the NPC talk
|
|
|
|
-- assign n_ID
|
|
-- usually this happens when talking to the NPC for the first time;
|
|
-- but if you want to you can call this function earlier (on spawn)
|
|
-- so that logging of spawning with the ID is possible
|
|
yl_speak_up.initialize_npc = function(self)
|
|
-- already configured?
|
|
if(not(self) or (self.yl_speak_up and self.yl_speak_up.id)) then
|
|
return self
|
|
end
|
|
|
|
local m_talk = yl_speak_up.talk_after_spawn or true
|
|
local m_id = yl_speak_up.number_of_npcs + 1
|
|
yl_speak_up.number_of_npcs = m_id
|
|
yl_speak_up.modstorage:set_int("amount", m_id)
|
|
|
|
self.yl_speak_up = {
|
|
talk = m_talk,
|
|
id = m_id,
|
|
textures = self.textures
|
|
}
|
|
return self
|
|
end
|
|
|
|
|
|
function yl_speak_up.talk(self, clicker)
|
|
|
|
if not clicker and not clicker:is_player() then
|
|
return
|
|
end
|
|
if not self then
|
|
return
|
|
end
|
|
|
|
local id_prefix = "n"
|
|
-- we are not dealing with an NPC but with a position/block on the map
|
|
if(self.is_block) then
|
|
id_prefix = "p"
|
|
local owner = "- unknown -"
|
|
local talk_name = "- unknown -"
|
|
if(self.pos and self.pos and self.pos.x) then
|
|
local meta = minetest.get_meta(self.pos)
|
|
if(meta) then
|
|
owner = meta:get_string("owner") or ""
|
|
talk_name = meta:get_string("talk_name") or ""
|
|
end
|
|
end
|
|
self.yl_speak_up = {
|
|
is_block = true,
|
|
talk = true,
|
|
id = minetest.pos_to_string(self.pos, 0),
|
|
textures = {},
|
|
owner = owner,
|
|
npc_name = talk_name,
|
|
object = nil, -- blocks don't have an object
|
|
}
|
|
-- TODO: remember somewhere that this block is relevant
|
|
|
|
-- initialize the mob if necessary; this happens at the time of first talk, not at spawn time!
|
|
elseif(not(self.yl_speak_up) or not(self.yl_speak_up.id)) then
|
|
self = yl_speak_up.initialize_npc(self)
|
|
end
|
|
|
|
-- TODO: load inventory only when the npc actually uses one?
|
|
-- create a detached inventory for the npc and load its inventory
|
|
yl_speak_up.load_npc_inventory(id_prefix.."_"..tostring(self.yl_speak_up.id))
|
|
|
|
|
|
local npc_id = self.yl_speak_up.id
|
|
local n_id = id_prefix.."_" .. npc_id
|
|
|
|
-- remember whom the npc belongs to (as long as we still have self.owner available for easy access)
|
|
yl_speak_up.npc_owner[ n_id ] = self.owner
|
|
|
|
local pname = clicker:get_player_name()
|
|
if not self.yl_speak_up or not self.yl_speak_up.talk or self.yl_speak_up.talk~=true then
|
|
|
|
local was = "This NPC"
|
|
if(id_prefix ~= "n") then
|
|
was = "This block"
|
|
end
|
|
-- show a formspec to other players that this NPC is busy
|
|
if(not(yl_speak_up.may_edit_npc(clicker, n_id))) then
|
|
-- show a formspec so that the player knows that he may come back later
|
|
yl_speak_up.show_fs(player, "msg", {input_to = "yl_spaek_up:ignore", formspec =
|
|
"size[6,2]"..
|
|
"label[1.2,0.0;"..minetest.formspec_escape((self.yl_speak_up.npc_name or was)..
|
|
" [muted]").."]"..
|
|
"label[0.2,0.5;Sorry! I'm currently busy learning new things.]"..
|
|
"label[0.2,1.0;Please come back later.]"..
|
|
"button_exit[2.5,1.5;1,0.9;ok;Ok]"})
|
|
return
|
|
end
|
|
-- allow the owner to edit (and subsequently unmute) the npc
|
|
minetest.chat_send_player(pname, was.." is muted. It will only talk to you.")
|
|
end
|
|
|
|
yl_speak_up.speak_to[pname] = {}
|
|
yl_speak_up.speak_to[pname].n_id = n_id -- Memorize which player talks to which NPC
|
|
yl_speak_up.speak_to[pname].textures = self.yl_speak_up.textures
|
|
yl_speak_up.speak_to[pname].option_index = 1
|
|
-- the object itself may be needed in load_dialog for adding generic dialogs
|
|
yl_speak_up.speak_to[pname].obj = self.object
|
|
-- Load the dialog and see what we can do with it
|
|
-- this inculdes generic dialog parts;
|
|
yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id, clicker)
|
|
|
|
-- is this player explicitly allowed to edit this npc?
|
|
if(yl_speak_up.speak_to[pname].dialog
|
|
and yl_speak_up.speak_to[pname].dialog.n_may_edit
|
|
and yl_speak_up.speak_to[pname].dialog.n_may_edit[pname]
|
|
and minetest.check_player_privs(clicker, {npc_talk_owner=true})) then
|
|
yl_speak_up.speak_to[pname].may_edit_this_npc = true
|
|
end
|
|
|
|
local dialog = yl_speak_up.speak_to[pname].dialog
|
|
if(not(dialog.trades)) then
|
|
dialog.trades = {}
|
|
end
|
|
|
|
-- some NPC may have reset the animation; at least set it to the desired
|
|
-- value whenever we talk to the NPC
|
|
if self.yl_speak_up and self.yl_speak_up.animation then
|
|
self.object:set_animation(self.yl_speak_up.animation)
|
|
end
|
|
|
|
-- maintain a list of existing NPC, but do not force saving
|
|
yl_speak_up.update_npc_data(self, dialog, false)
|
|
|
|
yl_speak_up.show_fs(clicker, "talk", {n_id = n_id})
|
|
end
|
|
|
|
|
|
-- mute the npc; either via the appropriate staff or via talking to him
|
|
yl_speak_up.set_muted = function(p_name, obj, set_muted)
|
|
if(not(obj)) then
|
|
return
|
|
end
|
|
local luaentity = obj:get_luaentity()
|
|
if(not(luaentity)) then
|
|
return
|
|
end
|
|
local npc = luaentity.yl_speak_up.id
|
|
local npc_name = luaentity.yl_speak_up.npc_name
|
|
-- fallback
|
|
if(not(npc_name)) then
|
|
npc_name = npc
|
|
end
|
|
if(set_muted and luaentity.yl_speak_up.talk) then
|
|
-- the npc is willing to talk
|
|
luaentity.yl_speak_up.talk = false
|
|
yl_speak_up.update_nametag(luaentity)
|
|
|
|
-- minetest.chat_send_player(p_name,"NPC with ID n_"..npc.." will shut up at pos "..
|
|
-- minetest.pos_to_string(obj:get_pos(),0).." on command of "..p_name)
|
|
minetest.chat_send_player(p_name, "NPC n_"..tostring(npc).." is now muted and will "..
|
|
"only talk to those who can edit the NPC.")
|
|
yl_speak_up.log_change(p_name, "n_"..npc, "muted - NPC stops talking")
|
|
elseif(not(set_muted) and not(luaentity.yl_speak_up.talk)) then
|
|
-- mute the npc
|
|
luaentity.yl_speak_up.talk = true
|
|
yl_speak_up.update_nametag(luaentity)
|
|
|
|
minetest.chat_send_player(p_name, "NPC n_"..tostring(npc).." is no longer muted and "..
|
|
"will talk with any player who right-clicks the NPC.")
|
|
-- minetest.chat_send_player(p_name,"NPC with ID n_"..npc.." will resume speech at pos "..
|
|
-- minetest.pos_to_string(obj:get_pos(),0).." on command of "..p_name)
|
|
yl_speak_up.log_change(p_name, "n_"..npc, "unmuted - NPC talks again")
|
|
end
|
|
end
|
|
|
|
|
|
-- checks if dialog contains d_id and o_id
|
|
yl_speak_up.check_if_dialog_has_option = function(dialog, d_id, o_id)
|
|
return (dialog and d_id and o_id
|
|
and dialog.n_dialogs
|
|
and dialog.n_dialogs[d_id]
|
|
and dialog.n_dialogs[d_id].d_options
|
|
and dialog.n_dialogs[d_id].d_options[o_id])
|
|
end
|
|
|
|
|
|
-- has the player the right privs?
|
|
-- this is used for the "I am your master" talk based configuration; *NOT* for the staffs!
|
|
yl_speak_up.may_edit_npc = function(player, n_id)
|
|
if(not(player)) then
|
|
return false
|
|
end
|
|
local pname = player:get_player_name()
|
|
-- is the player allowed to edit this npc?
|
|
return ((yl_speak_up.npc_owner[ n_id ] == pname
|
|
and minetest.check_player_privs(player, {npc_talk_owner=true}))
|
|
or minetest.check_player_privs(player, {npc_talk_master=true})
|
|
or minetest.check_player_privs(player, {npc_master=true})
|
|
or (yl_speak_up.speak_to[pname]
|
|
and yl_speak_up.speak_to[pname].may_edit_this_npc))
|
|
end
|