forked from your-land-mirror/yl_speak_up
added npc_talk_reload command
This commit is contained in:
parent
d23335e6db
commit
ab9745ee01
184
init.lua
184
init.lua
@ -29,84 +29,104 @@ yl_speak_up.fs_version = {}
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yl_speak_up.custom_server_functions = {}
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-- the server-specific configuration
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dofile(modpath .. "config.lua")
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-- logging and showing the log
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dofile(modpath .. "fs_show_log.lua")
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-- players *and* npc need privs for certain things; this here handles the NPC side of things
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dofile(modpath .. "npc_privs.lua")
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-- add generic dialogs
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dofile(modpath .. "add_generic_dialogs.lua")
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-- handle on_player_receive_fields and showing of formspecs
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dofile(modpath .. "show_fs.lua")
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-- general decoration part for main formspec, trade window etc.
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dofile(modpath .. "fs_decorated.lua")
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-- the formspec and input handling for the main dialog
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dofile(modpath .. "fs_talkdialog.lua")
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-- ask if the player wants to save, discard or go back in edit mode
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dofile(modpath .. "fs_save_or_discard_or_back.lua")
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-- the player wants to change something regarding the dialog
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dofile(modpath .. "edit_mode_apply_changes.lua")
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-- as the name says: a collection of custom functions that you can
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-- override on your server or in your game to suit your needs;
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-- Note: No special privs are needed to call custom functions. But...
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-- of course you can change them only if you have access to
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-- the server's file system or can execute lua code.
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dofile(modpath .. "custom_functions_you_can_override.lua")
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-- execute preconditions, actions and effects
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dofile(modpath .. "exec_eval_preconditions.lua")
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dofile(modpath .. "exec_actions.lua")
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dofile(modpath .. "exec_apply_effects.lua")
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-- some helper functions for formatting text for a formspec talbe
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dofile(modpath .. "print_as_table.lua")
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-- create i.e. a dropdown list of player names
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dofile(modpath .. "formspec_helpers.lua")
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-- handle alternate text for dialogs
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dofile(modpath .. "fs_alternate_text.lua")
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-- debugging - extended information about what (your own) NPC does
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dofile(modpath .. "npc_talk_debug.lua")
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-- execute lua code directly (preconditions and effects) - requires priv
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dofile(modpath .. "eval_and_execute_function.lua")
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-- common functions for editing preconditions and effects
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dofile(modpath .. "fs_edit_general.lua")
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-- edit preconditions (can be reached through edit options dialog)
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dofile(modpath .. "fs_edit_preconditions.lua")
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-- edit actions (can be reached through edit options dialog)
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dofile(modpath .. "fs_edit_actions.lua")
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-- edit effects (can be reached through edit options dialog)
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dofile(modpath .. "fs_edit_effects.lua")
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-- edit options dialog (detailed configuration of options in edit mode)
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dofile(modpath .. "fs_edit_options_dialog.lua")
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-- set name, description and owner (owner only with npc_talk_master priv)
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dofile(modpath .. "fs_initial_config.lua")
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-- inspect and accept items the player gave to the NPC
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dofile(modpath .. "fs_player_offers_item.lua")
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-- inventory management, trading and handling of quest items:
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dofile(modpath .. "inventory.lua")
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-- limit how much the NPC shall buy and sell
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dofile(modpath .. "fs_trade_limit.lua")
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dofile(modpath .. "fs_edit_trade_limit.lua")
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-- trade one item(stack) against one other item(stack)
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dofile(modpath .. "trade_simple.lua")
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-- just click on a button to buy items from the trade list
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dofile(modpath .. "fs_trade_via_buy_button.lua")
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-- easily accessible list of all trades the NPC offers
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dofile(modpath .. "fs_trade_list.lua")
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-- as the name says: list which npc acesses a variable how and in which context
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dofile(modpath .. "fs_get_list_of_usage_of_variable.lua")
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-- show which values are stored for which player in a quest variable
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dofile(modpath .. "fs_show_all_var_values.lua")
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-- manage quest variables: add, delete, manage access rights etc.
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dofile(modpath .. "fs_manage_variables.lua")
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-- handle variables for quests for player-owned NPC
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dofile(modpath .. "quest_api.lua")
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-- setting skin, wielded item etc.
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dofile(modpath .. "fs_fashion.lua")
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-- properties for NPC without specific dialogs that want to make use of
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-- some generic dialogs
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dofile(modpath .. "fs_properties.lua")
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-- the main functionality of the mod
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dofile(modpath .. "functions.lua")
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-- the functions in here can be reloaded without restarting the server
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-- log_entry: what to write in the logfile
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yl_speak_up.reload = function(modpath, log_entry)
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-- the server-specific configuration
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dofile(modpath .. "config.lua")
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-- logging and showing the log
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dofile(modpath .. "fs_show_log.lua")
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-- players *and* npc need privs for certain things; this here handles the NPC side of things
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dofile(modpath .. "npc_privs.lua")
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-- add generic dialogs
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dofile(modpath .. "add_generic_dialogs.lua")
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-- handle on_player_receive_fields and showing of formspecs
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dofile(modpath .. "show_fs.lua")
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-- general decoration part for main formspec, trade window etc.
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dofile(modpath .. "fs_decorated.lua")
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-- the formspec and input handling for the main dialog
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dofile(modpath .. "fs_talkdialog.lua")
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-- ask if the player wants to save, discard or go back in edit mode
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dofile(modpath .. "fs_save_or_discard_or_back.lua")
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-- the player wants to change something regarding the dialog
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dofile(modpath .. "edit_mode_apply_changes.lua")
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-- as the name says: a collection of custom functions that you can
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-- override on your server or in your game to suit your needs;
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-- Note: No special privs are needed to call custom functions. But...
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-- of course you can change them only if you have access to
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-- the server's file system or can execute lua code.
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dofile(modpath .. "custom_functions_you_can_override.lua")
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-- execute preconditions, actions and effects
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dofile(modpath .. "exec_eval_preconditions.lua")
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dofile(modpath .. "exec_actions.lua")
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dofile(modpath .. "exec_apply_effects.lua")
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-- some helper functions for formatting text for a formspec talbe
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dofile(modpath .. "print_as_table.lua")
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-- create i.e. a dropdown list of player names
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dofile(modpath .. "formspec_helpers.lua")
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-- handle alternate text for dialogs
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dofile(modpath .. "fs_alternate_text.lua")
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-- debugging - extended information about what (your own) NPC does
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dofile(modpath .. "npc_talk_debug.lua")
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-- execute lua code directly (preconditions and effects) - requires priv
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dofile(modpath .. "eval_and_execute_function.lua")
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-- common functions for editing preconditions and effects
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dofile(modpath .. "fs_edit_general.lua")
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-- edit preconditions (can be reached through edit options dialog)
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dofile(modpath .. "fs_edit_preconditions.lua")
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-- edit actions (can be reached through edit options dialog)
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dofile(modpath .. "fs_edit_actions.lua")
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-- edit effects (can be reached through edit options dialog)
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dofile(modpath .. "fs_edit_effects.lua")
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-- edit options dialog (detailed configuration of options in edit mode)
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dofile(modpath .. "fs_edit_options_dialog.lua")
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-- set name, description and owner (owner only with npc_talk_master priv)
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dofile(modpath .. "fs_initial_config.lua")
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-- inspect and accept items the player gave to the NPC
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dofile(modpath .. "fs_player_offers_item.lua")
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-- inventory management, trading and handling of quest items:
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dofile(modpath .. "inventory.lua")
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-- limit how much the NPC shall buy and sell
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dofile(modpath .. "fs_trade_limit.lua")
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dofile(modpath .. "fs_edit_trade_limit.lua")
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-- trade one item(stack) against one other item(stack)
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dofile(modpath .. "trade_simple.lua")
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-- just click on a button to buy items from the trade list
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dofile(modpath .. "fs_trade_via_buy_button.lua")
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-- easily accessible list of all trades the NPC offers
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dofile(modpath .. "fs_trade_list.lua")
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-- as the name says: list which npc acesses a variable how and in which context
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dofile(modpath .. "fs_get_list_of_usage_of_variable.lua")
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-- show which values are stored for which player in a quest variable
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dofile(modpath .. "fs_show_all_var_values.lua")
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-- manage quest variables: add, delete, manage access rights etc.
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dofile(modpath .. "fs_manage_variables.lua")
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-- handle variables for quests for player-owned NPC
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dofile(modpath .. "quest_api.lua")
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-- setting skin, wielded item etc.
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dofile(modpath .. "fs_fashion.lua")
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-- properties for NPC without specific dialogs that want to make use of
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-- some generic dialogs
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dofile(modpath .. "fs_properties.lua")
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-- the main functionality of the mod
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dofile(modpath .. "functions.lua")
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-- initialize and load all registered generic dialogs
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yl_speak_up.load_generic_dialogs()
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if(log_entry) then
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minetest.log("action","[MOD] yl_speak_up "..tostring(log_entry))
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end
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end
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-- load all those files that can also be reloaded without a server restart
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-- load here for the first time:
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yl_speak_up.reload(modpath, "loaded re-loadable part for the first time")
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-- these functions here mostly cannot be reloaded without a server restart
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-- because they register tools and entities
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--
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-- the staffs (requires npc_master priv)
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if(yl_speak_up.enable_staff_based_editing) then
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-- editing the npc with the staff:
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@ -121,7 +141,10 @@ if(yl_speak_up.enable_yl_mobs) then
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-- the actual mobs, using mobs_redo
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dofile(modpath .. "mobs.lua")
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end
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--dofile(modpath .. "debug.lua")
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-- register all the necessary things; this ought to be done only once
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-- (although most might work without a server restart as well; but we
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-- better want to be on the safe side here)
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dofile(modpath .. "register_once.lua")
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minetest.mkdir(yl_speak_up.worldpath..yl_speak_up.path)
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@ -131,8 +154,5 @@ minetest.mkdir(yl_speak_up.worldpath..yl_speak_up.log_path)
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yl_speak_up.mob_table = yl_speak_up.init_mob_table() or {}
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-- initialize and load all registered generic dialogs
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yl_speak_up.load_generic_dialogs()
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minetest.log("action","[MOD] yl_speak_up loaded")
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@ -136,6 +136,20 @@ minetest.register_chatcommand( 'npc_talk_style', {
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})
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-- most of the files of this mod can be reloaded without the server having to
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-- be restarted;
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-- handled in init.lua
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minetest.register_chatcommand( 'npc_talk_reload', {
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description = "Reloads most of the files of this mod so that you can update their code "..
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"without having to restart the server. Requires the privs priv.",
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privs = {privs = true},
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func = function(pname, param)
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minetest.chat_send_player(pname, "Reloading most files from mod yl_speak_up...")
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yl_speak_up.reload(yl_speak_up.modpath, "reloaded by "..tostring(pname))
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minetest.chat_send_player(pname, "Reloaded successfully.")
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end
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})
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-----------------------------------------------------------------------------
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-- some node positions can be set by punching a node
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-----------------------------------------------------------------------------
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