----------------------------------------------------------------------------- -- This can be customized for each server. ----------------------------------------------------------------------------- -- But please not in this file. Write your own one and re-define these -- functions here if needed! ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- -- Placeholders (i.e. $NPC_NAME$) in texts ----------------------------------------------------------------------------- -- this contains custom functions that you can override on your server -- please take a look at the example code! -- replace some variables in the text the NPC speaks and which the player can use to reply -- pname: the name of the player that is talking to the NPC; -- Note: If you want to change this function, best call the original as well after -- applying your custom changes. yl_speak_up.replace_vars_in_text = function(text, dialog, pname) local subs = { MY_NAME = dialog.n_npc, NPC_NAME = dialog.n_npc, OWNER_NAME = dialog.npc_owner, PLAYER_NAME = pname, } local day_time_name = "day" local day_time = minetest.get_timeofday() if(day_time < 0.5) then day_time_name = "morning" elseif(day_time < 0.75) then day_time_name = "afternoon" else day_time_name = "evening" end subs.GOOD_DAY = "Good "..day_time_name subs.good_DAY = "good "..day_time_name -- Note: the $ char is a special one. It needs to be escaped with %$ in lua. -- Note: when substitution argument is a table, we look up -- substitutions in it using substring captured by "()" in -- pattern. "[%a_]+" means one or more letter or underscore. -- If lookup returns nil, then no substitution is made. text = string.gsub(text or "", "%$([%a_]+)%$", subs) return text end ----------------------------------------------------------------------------- -- Custom preconditions without parameters - the simple way ----------------------------------------------------------------------------- -- Unlike the more advanced custom preconditions, actions and effects below, -- these ones here take *no* custom parameters when beeing used. -- When you change an existing texts NPC that make use of that precondition will no -- longer be able to recognize it. You have to reconfigure all those NPC! -- Adding new texts is no problem. yl_speak_up.custom_server_functions.precondition_descriptions = { "(internal) hour of ingame day", "(internal) player's health points", "(internal) player has priv:", } -- please return a useful value depending on the function; -- parameter: -- player the player object -- desc entry from yl_speak_up.custom_server_functions.precondition_descriptions above -- precondition contains the data of the precondition for additional information; -- precondition.p_var_cmp_value contains a user-specified value against which -- the return value of this function is checked. This depends on -- precondition.p_operator. Depending on the operator, precondition.p_var_cmp_value -- may also be used as a parameter to this function. -- Just make sure to tell your users what return values they shall expect and which -- operators make sense! -- Note: This function will be called often. Make it efficient! yl_speak_up.custom_server_functions.precondition_eval = function(player, descr, precondition) if(descr == "(internal) hour of ingame day") then -- timeofday is between 0..1; translate to 24 hours return math.floor((minetest.get_timeofday() * 24)+0.5) elseif(descr == "(internal) player's health points") then return player:get_hp() -- this is something that is better handled by a custom precondition -- with a parameter (see below - preconditions of type "evaluate"!) elseif(descr == "(internal) player has priv:") then -- the name of the priv is derived from the parameter local ret = minetest.check_player_privs(player, minetest.string_to_privs(tostring(precondition.p_var_cmp_value))) -- evaluate the parameter directly if(not(ret) or precondition.p_operator == "true_for_param" or precondition.p_operator == "false_for_param") then return ret end -- return the parameter for == / != comparison return tostring(precondition.p_var_cmp_value) -- if this custom server function does not exist: return false else return false end end ----------------------------------------------------------------------------- -- Custom actions ----------------------------------------------------------------------------- -- a custom action (the formspec shown to the player); -- overwrite this function on your server with a custom one that shows the formspec -- that you want! yl_speak_up.get_fs_action_custom = function(player, param) local pname = player:get_player_name() local dialog = yl_speak_up.speak_to[pname].dialog return "size[8.5,4.0]".. "button[0.2,0.0;2.0,0.9;back_to_talk;Back to talk]".. "button[4.75,0.0;3.0,0.9;finished_action;Stare back]".. "button[4.75,0.8;3.0,0.9;failed_action;Fail to stare back]".. "tooltip[back_to_talk;Click here if you want to abort/cancel.]".. "tooltip[failed_action;Click here if you want the action to FAIL.]".. "tooltip[finished_action;Click here if you want the action to be a SUCCESS.]".. "label[0.5,1.7;"..minetest.formspec_escape( "["..(dialog.n_npc or "- ? -").." stares expectantly at you.]").."]".. "label[0.5,2.5;Your custom parameter is:]".. "label[1.5,3.0;"..minetest.formspec_escape(tostring(param)).."]".. "label[0.5,3.5;Overwrite this function with a custom one!]" end -- a custom action (checking of the input); -- overwrite this function on your server with a custom one that checks the -- input to your formspec - but don't forget to call the necessary functions -- as shown here yl_speak_up.input_fs_action_custom = function(player, formname, fields) -- back from error_msg? then show the formspec again if(fields.back_from_error_msg) then yl_speak_up.show_fs(player, "action_custom", nil) return end local pname = player:get_player_name() local a_id = yl_speak_up.speak_to[pname].a_id if(fields.back_to_talk) then -- the action was aborted yl_speak_up.execute_next_action(player, a_id, nil) return end if(fields.failed_action) then -- the action failed yl_speak_up.execute_next_action(player, a_id, false) return end if(fields.finished_action) then -- the action was a success yl_speak_up.execute_next_action(player, a_id, true) return end -- else show a message to the player that he ought to decide yl_speak_up.show_fs(player, "msg", { input_to = "yl_speak_up:action_custom", formspec = "size[7,1.0]".. "label[0.2,-0.2;".. "Please click either on \"Stare back\" or \"Back to talk\"!]".. "button[2,0.5;1.5,0.9;back_from_error_msg;Back]"}) end -- actions: (not yet used) yl_speak_up.custom_functions_a_ = {} ----------------------------------------------------------------------------- -- Custom preconditions and effects (functions; they have the type "evaluate") ----------------------------------------------------------------------------- -- General structure: -- Each entry in the table -- yl_speak_up.custom_functions_*_ (with * beeing p, a or r) -- has the following format: -- key: Short uniq name for the function. -- description: Long description of what the function does -- param1_text: Label for the input field for param1 (if empty, no input field is offered) -- param1_desc: Mouseover text for the input field for param1 -- ... -- param9_text: Label for the input field for param1 -- param9_desc: Mouseover text for the input field for param1 -- code: The actual implementation of the function that is to be called. ----------------------------------------------------------------------------- -- Custom preconditions (of type "evaluate") ----------------------------------------------------------------------------- -- The function has to have the following structure: -- -- code = function(player, n_id, p) -- -- do something -- return result -- end, -- -- The return value is compared to the given value with the given -- comperator operation. -- -- Please keep in mind that preconditions are called *often*. They need to be -- fast and efficient. -- -- Parameters: -- The acting player object. -- The NPC ID of the given NPC. --

The precondition. Contains the parameters in p.p_param. -- -- Table for storing the custom preconditions: yl_speak_up.custom_functions_p_ = {} -- example function for preconditions: yl_speak_up.custom_functions_p_[ "example function" ] = { description = "This function is just an example. It tells the player its parameters.", param1_text = "1. Parameter:", param1_desc = "This is the value passed to the function as first parameter.", param2_text = "2. Parameter:", param2_desc = "This is the value passed to the function as second parameter.", param3_text = "3. Parameter:", param3_desc = "This is the value passed to the function as 3. parameter.", param4_text = "4. Parameter:", param4_desc = "This is the value passed to the function as 4. parameter.", param5_text = "5. Parameter:", param5_desc = "This is the value passed to the function as 5. parameter.", param6_text = "6. Parameter:", param6_desc = "This is the value passed to the function as 6. parameter.", param7_text = "7. Parameter:", param7_desc = "This is the value passed to the function as 7. parameter.", param8_text = "8. Parameter:", param8_desc = "This is the value passed to the function as 8. parameter.", param9_text = "9. Parameter:", param9_desc = "This is the value passed to the function as 9. parameter.", -- the actual implementation of the function code = function(player, n_id, p) local pname = player:get_player_name() local str = "" for i = 1,9 do str = str.."\n\tParameter "..tostring(i)..": "..tostring(p["p_param"..tostring(i)]) end minetest.chat_send_player(pname, "Checking precondition "..tostring(p.p_id).. " for NPC with ID "..tostring(n_id)..": Executing custom function ".. tostring(p.p_value).." with the following parameters:".. str.."\n(This function just tells you its parameters and returns true.)") -- this function is just for demonstration; it always returns true return true end, } -- get the XP the player has collected (provided the xp_redo mod is installed); -- returns 0 if the mod isn't installed -- Note: This could also have been handled by the old/above "Custom preconditions -- without parameters - the simple way" method. -- Please use this version instead of the old above! yl_speak_up.custom_functions_p_[ "get_xp_of_player" ] = { description = "Get the xp the player has achieved (requires xp_redo).", code = function(player, n_id, p) local pname = player:get_player_name() if(minetest.get_modpath("xp_redo")) then return xp_redo.get_xp(pname) end return 0 end } -- TODO: actually implement these as examples yl_speak_up.custom_functions_p_[ "compare_variable_against_variable" ] = { description = "Compare a variable against another variable.", param1_text = "Name of the first variable:", param1_desc = "Which variables do you want to compare?", param2_text = "Name of the second variable:", param2_desc = "Which variables do you want to compare?", param3_text = "Operator (i.e. >=, <, ==, ~=, ..):", param3_text = "Please state which operator shall be used.", } ----------------------------------------------------------------------------- -- Custom effects (of type "evaluate") ----------------------------------------------------------------------------- -- The function has to have the following structure: -- -- code = function(player, n_id, r) -- -- do something -- return result -- end, -- -- The return value has to be either (if the function was -- successful) or if it encountered an error. -- -- Functions used in/as effects usually change something, i.e. a variable. -- -- Parameters: -- The acting player object. -- The NPC ID of the given NPC. -- The effect/result. Contains the parameters in r.r_param. -- -- Table for storing the custom results/effects: yl_speak_up.custom_functions_r_ = {} -- example function for results/effects: yl_speak_up.custom_functions_r_[ "example function" ] = { -- Describe here in short form what your function does: description = "This function is just an example. It tells the player its parameters.", param1_text = "1. Parameter:", param1_desc = "This is the value passed to the function as first parameter.", param2_text = "2. Parameter:", param2_desc = "This is the value passed to the function as second parameter.", param3_text = "3. Parameter:", param3_desc = "This is the value passed to the function as 3. parameter.", param4_text = "4. Parameter:", param4_desc = "This is the value passed to the function as 4. parameter.", param5_text = "5. Parameter:", param5_desc = "This is the value passed to the function as 5. parameter.", param6_text = "6. Parameter:", param6_desc = "This is the value passed to the function as 6. parameter.", param7_text = "7. Parameter:", param7_desc = "This is the value passed to the function as 7. parameter.", param8_text = "8. Parameter:", param8_desc = "This is the value passed to the function as 8. parameter.", param9_text = "9. Parameter:", param9_desc = "This is the value passed to the function as 9. parameter.", -- the actual implementation of the function code = function(player, n_id, r) local pname = player:get_player_name() local str = "" for i = 1,9 do str = str.."\n\tParameter "..tostring(i)..": "..tostring(r["r_param"..tostring(i)]) end minetest.chat_send_player(pname, "Checking effect "..tostring(r.r_id).. " for NPC with ID "..tostring(n_id)..": Executing custom function ".. tostring(r.r_value).." with the following parameters:".. str.."\n(This function just tells you its parameters and returns true.)") -- the function was successful (effects only return true or false) return true end, } -- TODO: actually implement these as examples yl_speak_up.custom_functions_r_[ "set_variable_to_random_number" ] = { description = "Set a variable to a random number.", param1_text = "Name of the variable:", param1_desc = "Which variable do you want to set to a random number?", param2_text = "Minimum value:", param2_desc = "Which is the MINIMUM value the varible might be set to?", param3_text = "Maximum value:", param3_desc = "Which is the MAXIMUM value the varible might be set to?", } yl_speak_up.custom_functions_r_[ "set_variable_to_random_value_from_list" ] = { description = "Set a variable to a random value from a list.", param1_text = "Name of the variable:", param1_desc = "Which variable do you want to set to a random value from your list?", param2_text = "Possible values:", param2_desc = "Enter all the possible values/texts for your variable here.\n".. "Seperate the entires by \"|\", i.e.: \"entry1|entry2|entry3\".", } ----------------------------------------------------------------------------- -- Custom handling of special properties ----------------------------------------------------------------------------- -- self.order is used by most mobs_redo NPC and stores weather they ought to -- stand around, follow the player or wander around randomly yl_speak_up.custom_property_self_order = function(pname, property_name, property_value, property_data) if(property_name ~= "self.order") then return "This function handles only the self.order property." end if(property_value == "stand") then property_data.entity.state = stand property_data.entity.attack = nil property_data.entity:set_animation("stand") property_data.entity:set_velocity(0) elseif(property_value ~= "wander" and property_value ~= "follow") then return "self.order can only be set to stand, wander or follow." end property_data.entity.order = property_value return "OK" end -- make sure the mod knows how to handle change attempts to the property self.order yl_speak_up.custom_property_handler["self.order"] = yl_speak_up.custom_property_self_order