forked from your-land-mirror/yl_speak_up
added yl_speak_up.debug_msg plus chat command /npc_talk_debug
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8a69b4caeb
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773be49a4e
@ -1,4 +1,78 @@
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-- store which player is monitoring the NPC (for preconditions and
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-- effects)
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yl_speak_up.debug_mode_set_by_player = {}
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-- for sending debug information about preconditions and effects to
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-- the player who is monitoring the NPC
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-- (sometimes it is not easy/obvious to see why something failed)
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yl_speak_up.debug_msg = function(player, n_id, o_id, text)
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local dname = yl_speak_up.debug_mode_set_by_player[ n_id ]
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-- nobody cares
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if(not(dname)) then
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return
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end
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local pname = player:get_player_name()
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local d_id = yl_speak_up.speak_to[pname].d_id
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minetest.chat_send_player(dname, "[NPC "..tostring(n_id)..": "..
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tostring(pname).."] <"..tostring(d_id).." "..tostring(o_id)..
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"> "..tostring(text))
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end
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-- a chat command for entering and leaving debug mode; needs to be a chat command
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-- because the player may have wandered off from his NPC and get too many messages
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-- without a quick way to get rid of them otherwise
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minetest.register_chatcommand( 'npc_talk_debug', {
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description = "Sets you as debugger for the yl_speak_up-NPC with the ID <n_id>.\n"..
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" <list> lists the NPC you are currently debugging.\n"..
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" <off> turns debug mode off again.",
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privs = {npc_talk_owner},
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func = function(pname, param)
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if(param and param == "off") then
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local count = 0
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for k, v in pairs(yl_speak_up.debug_mode_set_by_player) do
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if(v and v == pname) then
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yl_speak_up.debug_mode_set_by_player[ k ] = nil
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count = count + 1
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minetest.chat_send_player(pname, "You are no longer "..
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"debugging the NPC with the ID "..tostring(k)..".")
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end
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end
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minetest.chat_send_player(pname, "Removed you as debugger of "..
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tostring(count).." NPCs.")
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return
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elseif(not(param) or param == "" or param == "list") then
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local count = 0
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local text = "You are currently debugging the NPCs with the following IDs:\n"
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for k, v in pairs(yl_speak_up.debug_mode_set_by_player) do
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if(v and v == pname) then
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count = count + 1
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text = text.." "..tostring(k)
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end
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end
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if(count == 0) then
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text = text.." - none -"
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else
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text = text.."\nTo turn debugging off, call this command with the "..
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"parameter <off>."
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end
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minetest.chat_send_player(pname, text)
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return
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elseif(not(yl_speak_up.may_edit_npc(minetest.get_player_by_name(pname), n_id))) then
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minetest.chat_send_player(pname, "You do not have the necessary privs to "..
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"edit that NPC.")
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return
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else
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yl_speak_up.debug_mode_set_by_player[ param ] = pname
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minetest.chat_send_player(pname, "You are now receiving debug information "..
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"for NPC "..tostring(param)..".\nTo turn that off, type "..
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"\"/npc_talk_debug off\".")
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end
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end
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});
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-- evaluate those preconditions of type "function" (set by the staff)
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-- and execute those effects/results of type "function" (set by the staff)
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-- WARNING: This is extremly powerful!
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@ -494,7 +568,7 @@ yl_speak_up.get_fs_edit_option_related = function(player, table_click_result,
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if(not(x_id)) then
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x_id = "new"
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end
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local save_button = "button[5.0,9.0;1,0.7;save_element;Save]"
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local save_button = "button[5.0,9.3;1,0.7;save_element;Save]"
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local formspec =
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"formspec_version[3]"..
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"size[20,10]"..
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@ -504,7 +578,11 @@ yl_speak_up.get_fs_edit_option_related = function(player, table_click_result,
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"dropdown[4.0,1.8;14.0,0.6;select_what;"..
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table.concat(check_what, ",")..";"..
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tostring(data.what)..";]"..
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"button[3.0,9.0;1,0.7;back;Abort]"
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"label[1,8.5;If you are unsure if your setup of pre(C)onditions and (Ef)fects "..
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"works as intended,\ntype \"/npc_talk_debug "..tostring(n_id).."\" "..
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"in chat in order to enter debug mode. You can leave it with "..
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"\"/npc_talk_debug off\".]"..
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"button[3.0,9.3;1,0.7;back;Abort]"
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-- "an internal state (i.e. of a quest)", -- 2
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-- (state is the second offered option in both preconditions and effects list)
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@ -198,23 +198,25 @@ end
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-- true (or false).
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yl_speak_up.eval_all_preconditions = function(player, prereq, o_id)
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if(not(prereq)) then
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minetest.chat_send_player(player:get_player_name(), "No preconditions given for "..tostring(o_id)..".")
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yl_speak_up.debug_msg(player, n_id, o_id, "No preconditions given.")
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-- no prerequirements? then they are automaticly fulfilled
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return true
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end
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local pname = player:get_player_name()
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minetest.chat_send_player(pname, "Checking preconditions for "..tostring(o_id).."..") -- TODO
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local n_id = yl_speak_up.speak_to[pname].n_id
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yl_speak_up.debug_msg(player, n_id, o_id, "Checking preconditions..")
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for k, p in pairs(prereq) do
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minetest.chat_send_player(pname, "..checking "..tostring(p.p_id)..": "..yl_speak_up.show_precondition(p)) -- TODO
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yl_speak_up.debug_msg(player, n_id, o_id, "..checking "..
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tostring(p.p_id)..": "..yl_speak_up.show_precondition(p))
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if(not(yl_speak_up.eval_precondition(player, n_id, p))) then
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yl_speak_up.debug_msg(player, n_id, o_id, tostring(p.p_id)..
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" -> is false. Aborting.")
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-- no need to look any further - once we hit a false, it'll stay false
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minetest.chat_send_player(pname, " -> is false! Aborting.") -- TODO
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return false
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end
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end
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-- all preconditions are true
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minetest.chat_send_player(pname, "All preconditions true for "..tostring(o_id)..".") -- TODO
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yl_speak_up.debug_msg(player, n_id, o_id, "OK. All preconditions true.")
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return true
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end
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