-- Properties for NPC -- -- This is used when an NPC doesn't have a specific dialog but still wants to -- make use of a (or some) generic dialog(es) -- helper function: -- get one property value of the NPC yl_speak_up.get_one_npc_property = function(pname, property_name) if(not(pname)) then return nil end -- get just the property data return yl_speak_up.get_npc_properties(pname, false)[property_name] end -- helper function; -- adds "normal" properties of the npc with a self. prefix as well -- if long_version is not set, a table containing all properties is returned; -- if long_version *is* set, a table containing the table above plus additional entries is returned yl_speak_up.get_npc_properties_long_version = function(pname, long_version) if(not(pname) or not(yl_speak_up.speak_to[pname])) then return {} end local obj = yl_speak_up.speak_to[pname].obj if(not(obj)) then return {} end local entity = obj:get_luaentity() if(not(entity)) then return {} end if(not(entity.yl_speak_up)) then return {} end local properties = entity.yl_speak_up.properties if(not(properties)) then properties = {} entity.yl_speak_up.properties = properties end -- copy other property data that is stored under self.* over as well (like i.e. self.order for mobs_redo) for k, v in pairs(entity) do local t = type(v) if(t == "string" or t == "number" or t == "boolean") then properties["self."..tostring(k)] = tostring(v) end end properties["self.name"] = tostring(entity.name) if(not(long_version)) then return properties end -- the long version contains additional information local prop_names = {} for k, v in pairs(properties) do table.insert(prop_names, k) end table.sort(prop_names) return {obj = obj, entity = entity, properties = properties, prop_names = prop_names} end -- most of the time we don't need object, entity or a list of the names of properties; -- this returns just the properties themshelves yl_speak_up.get_npc_properties = function(pname) return yl_speak_up.get_npc_properties_long_version(pname, false) end yl_speak_up.set_npc_property = function(pname, property_name, property_value, reason) if(not(pname) or not(property_name) or property_name == "") then return "No player name or property name given. Cannot load property data." end -- here we want a table with additional information local property_data = yl_speak_up.get_npc_properties_long_version(pname, true) if(not(property_data)) then return "Failed to load property data of NPC." end -- it is possible to react to property changes with special custom handlers if(yl_speak_up.custom_property_handler[property_name]) then -- the table contains the pointer to a fucntion local fun = yl_speak_up.custom_property_handler[property_name] -- call that function with the current values return fun(pname, property_name, property_value, property_data) end -- properties of type self. are not set directly if(string.sub(property_name, 1, 5) == "self.") then return "Properties of the type \"self.\" cannot be modified." end -- properites starting with "server" can only be changed or added manually by -- players with the npc_talk_admin priv if(string.sub(property_name, 1, 6) == "server") then if(not(reason) or reason ~= "manually" or not(pname) or not(minetest.check_player_privs(pname, {npc_talk_admin=true}))) then return "Properties starting with \"server\" can only be changed by players ".. "who have the \"npc_talk_admin\" priv." end end -- store it if(property_data.entity) then property_data.entity.yl_speak_up.properties[property_name] = property_value local n_id = yl_speak_up.speak_to[pname].n_id yl_speak_up.log_change(pname, n_id, "Property \""..tostring(property_name).. "\" set to \""..tostring(property_value).."\".") end -- TODO: handle non-npc (blocks etc) return "OK" end yl_speak_up.input_properties = function(player, formname, fields) local pname = player:get_player_name() if(not(pname) or not(yl_speak_up.speak_to[pname])) then return end local n_id = yl_speak_up.speak_to[pname].n_id if(fields and fields.back and fields.back ~= "") then yl_speak_up.show_fs(player, "initial_config", {n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, false}) return end local selected_row = nil if(fields and fields.store_new_val and fields.store_new_val ~= "" and fields.prop_val) then yl_speak_up.set_npc_property(pname, fields.prop_name, fields.prop_val, "manually") elseif(fields and fields.delete_prop and fields.delete_prop ~= "") then -- delete the old property yl_speak_up.set_npc_property(pname, fields.prop_name, nil, "manually") elseif(fields and fields.table_of_properties) then local selected = minetest.explode_table_event(fields.table_of_properties) if(selected.type == "CHG" or selected.type == "DLC") then selected_row = selected.row end end yl_speak_up.show_fs(player, "properties", {selected = selected_row}) end yl_speak_up.get_fs_properties = function(pname, selected) if(not(pname)) then return "" end local n_id = yl_speak_up.speak_to[pname].n_id -- is the player editing this npc? if not: abort if(not(yl_speak_up.edit_mode[pname]) or (yl_speak_up.edit_mode[pname] ~= n_id)) then return "" end -- we want the long version with additional information local property_data = yl_speak_up.get_npc_properties_long_version(pname, true) if(not(property_data)) then -- something went wrong - there really is nothing useful we can do -- if the NPC we want to interact with doesn't exist or is broken return end local s = "" if(not(property_data.prop_names)) then property_data.prop_names = {} end local anz_prop = #property_data.prop_names for i, k in ipairs(property_data.prop_names) do local v = property_data.properties[k] s = s.."#BBBBFF,"..minetest.formspec_escape(k)..","..minetest.formspec_escape(v).."," end s = s.."#00FF00,add,Add a new property" if(not(selected) or selected == "") then selected = -1 end local add_selected = "label[3.5,6.5;No property selected.]" selected = tonumber(selected) if(selected > anz_prop + 1 or selected < 1) then selected = -1 elseif(selected > anz_prop) then add_selected = "label[0.2,6.5;Add new property:]".. "field[3.0,6.5;3.5,1.0;prop_name;;]".. "label[6.5,6.5;with value:]".. "field[8.2,6.5;4.5,1.0;prop_val;;]".. "button[8.2,7.8;2.0,1.0;store_new_val;Store]" -- external properties can usually only be read but not be changed elseif(string.sub(property_data.prop_names[selected], 1, 5) == "self." and not(yl_speak_up.custom_property_handler[property_data.prop_names[selected]])) then add_selected = "label[3.5,6.5;Properties of the type \"self.\" usually cannot be modified.]" elseif(string.sub(property_data.prop_names[selected], 1, 6) == "server" and not(minetest.check_player_privs(pname, {npc_talk_admin=true}))) then add_selected = "label[3.5,6.5;Properties starting with \"server\" can only be ".. "changed by players\nwho have the \"npc_talk_admin\" priv." else local name = property_data.prop_names[selected] local val = minetest.formspec_escape(property_data.properties[name]) local name_esc = minetest.formspec_escape(name) add_selected = "label[0.2,6.5;Change property:]".. "field[3.0,6.5;3.5,1.0;prop_name;;"..name_esc.."]".. "label[6.5,6.5;to value:]".. "field[8.2,6.5;4.5,1.0;prop_val;;"..val.."]".. "button[8.2,7.8;2.0,1.0;store_new_val;Store]".. "button[10.4,7.8;2.0,1.0;delete_prop;Delete]" end if(selected < 1) then selected = "" end local dialog = yl_speak_up.speak_to[pname].dialog local npc_name = minetest.formspec_escape(dialog.n_npc or "- nameless -") return "size[12.5,8.5]" .. "label[2,0;Properties of "..npc_name.." (ID: "..tostring(n_id).."):]".. "tablecolumns[color,span=1;text;text]".. "table[0.2,0.5;12,4.0;table_of_properties;"..s..";"..tostring(selected).."]".. "tooltip[0.2,0.5;12,4.0;".. "Click on \"add\" to add a new property.\n".. "Click on the name of a property to change or delete it.]".. "label[2.0,4.5;".. "Properties are important for NPC that want to make use of generic dialogs.\n".. "Properties can be used to determine which generic dialog(s) shall apply to\n".. "this particular NPC and how they shall be configured. You need the\n".. "\"npc_talk_admin\" priv to edit properties starting with the text \"server\".]".. "button[5.0,7.8;2.0,0.9;back;Back]".. add_selected end