forked from your-land-mirror/yl_speak_up
380 lines
16 KiB
Lua
380 lines
16 KiB
Lua
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-----------------------------------------------------------------------------
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-- This can be customized for each server.
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-----------------------------------------------------------------------------
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-- But please not in this file. Write your own one and re-define these
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-- functions here if needed!
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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-- Placeholders (i.e. $NPC_NAME$) in texts
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-----------------------------------------------------------------------------
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-- this contains custom functions that you can override on your server
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-- please take a look at the example code!
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-- replace some variables in the text the NPC speaks and which the player can use to reply
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-- pname: the name of the player that is talking to the NPC;
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-- Note: If you want to change this function, best call the original as well after
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-- applying your custom changes.
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yl_speak_up.replace_vars_in_text = function(text, dialog, pname)
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local subs = {
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MY_NAME = dialog.n_npc,
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NPC_NAME = dialog.n_npc,
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OWNER_NAME = dialog.npc_owner,
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PLAYER_NAME = pname,
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}
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local day_time_name = "day"
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local day_time = minetest.get_timeofday()
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if(day_time < 0.5) then
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day_time_name = "morning"
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elseif(day_time < 0.75) then
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day_time_name = "afternoon"
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else
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day_time_name = "evening"
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end
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subs.GOOD_DAY = "Good "..day_time_name
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subs.good_DAY = "good "..day_time_name
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-- Note: the $ char is a special one. It needs to be escaped with %$ in lua.
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-- Note: when substitution argument is a table, we look up
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-- substitutions in it using substring captured by "()" in
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-- pattern. "[%a_]+" means one or more letter or underscore.
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-- If lookup returns nil, then no substitution is made.
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text = string.gsub(text or "", "%$([%a_]+)%$", subs)
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return text
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end
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-----------------------------------------------------------------------------
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-- Custom preconditions without parameters - the simple way
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-----------------------------------------------------------------------------
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-- Unlike the more advanced custom preconditions, actions and effects below,
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-- these ones here take *no* custom parameters when beeing used.
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-- When you change an existing texts NPC that make use of that precondition will no
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-- longer be able to recognize it. You have to reconfigure all those NPC!
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-- Adding new texts is no problem.
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yl_speak_up.custom_server_functions.precondition_descriptions = {
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"(internal) hour of ingame day",
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"(internal) player's health points",
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}
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-- please return a useful value depending on the function;
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-- parameter:
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-- player the player object
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-- desc entry from yl_speak_up.custom_server_functions.precondition_descriptions above
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-- precondition contains the data of the precondition for additional information;
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-- precondition.p_var_cmp_value contains a user-specified value against which
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-- the return value of this function is checked. This depends on
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-- precondition.p_operator. Depending on the operator, precondition.p_var_cmp_value
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-- may also be used as a parameter to this function.
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-- Just make sure to tell your users what return values they shall expect and which
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-- operators make sense!
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-- Note: This function will be called often. Make it efficient!
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yl_speak_up.custom_server_functions.precondition_eval = function(player, descr, precondition)
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if(descr == "(internal) hour of ingame day") then
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-- timeofday is between 0..1; translate to 24 hours
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return math.floor((minetest.get_timeofday() * 24)+0.5)
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elseif(descr == "(internal) player's health points") then
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return player:get_hp()
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-- if this custom server function does not exist: return false
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else
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return false
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end
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end
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-----------------------------------------------------------------------------
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-- Custom actions
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-----------------------------------------------------------------------------
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-- a custom action (the formspec shown to the player);
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-- overwrite this function on your server with a custom one that shows the formspec
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-- that you want!
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yl_speak_up.get_fs_action_custom = function(player, param)
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local pname = player:get_player_name()
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local dialog = yl_speak_up.speak_to[pname].dialog
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return "size[8.5,4.0]"..
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"button[0.2,0.0;2.0,0.9;back_to_talk;Back to talk]"..
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"button[4.75,0.0;3.0,0.9;finished_action;Stare back]"..
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"button[4.75,0.8;3.0,0.9;failed_action;Fail to stare back]"..
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"tooltip[back_to_talk;Click here if you want to abort/cancel.]"..
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"tooltip[failed_action;Click here if you want the action to FAIL.]"..
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"tooltip[finished_action;Click here if you want the action to be a SUCCESS.]"..
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"label[0.5,1.7;"..minetest.formspec_escape(
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"["..(dialog.n_npc or "- ? -").." stares expectantly at you.]").."]"..
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"label[0.5,2.5;Your custom parameter is:]"..
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"label[1.5,3.0;"..minetest.formspec_escape(tostring(param)).."]"..
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"label[0.5,3.5;Overwrite this function with a custom one!]"
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end
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-- a custom action (checking of the input);
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-- overwrite this function on your server with a custom one that checks the
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-- input to your formspec - but don't forget to call the necessary functions
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-- as shown here
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yl_speak_up.input_fs_action_custom = function(player, formname, fields)
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-- back from error_msg? then show the formspec again
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if(fields.back_from_error_msg) then
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yl_speak_up.show_fs(player, "action_custom", nil)
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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 a_id = yl_speak_up.speak_to[pname].a_id
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if(fields.back_to_talk) then
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-- the action was aborted
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yl_speak_up.execute_next_action(player, a_id, nil)
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return
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end
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if(fields.failed_action) then
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-- the action failed
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yl_speak_up.execute_next_action(player, a_id, false)
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return
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end
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if(fields.finished_action) then
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-- the action was a success
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yl_speak_up.execute_next_action(player, a_id, true)
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return
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end
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-- else show a message to the player that he ought to decide
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yl_speak_up.show_fs(player, "msg", {
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input_to = "yl_speak_up:action_custom",
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formspec = "size[7,1.0]"..
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"label[0.2,-0.2;"..
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"Please click either on \"Stare back\" or \"Back to talk\"!]"..
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"button[2,0.5;1.5,0.9;back_from_error_msg;Back]"})
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end
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-- actions: (not yet used)
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yl_speak_up.custom_functions_a_ = {}
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-----------------------------------------------------------------------------
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-- Custom preconditions and effects (functions; they have the type "evaluate")
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-----------------------------------------------------------------------------
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-- General structure:
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-- Each entry in the table
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-- yl_speak_up.custom_functions_*_ (with * beeing p, a or r)
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-- has the following format:
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-- key: Short uniq name for the function.
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-- description: Long description of what the function does
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-- param1_text: Label for the input field for param1 (if empty, no input field is offered)
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-- param1_desc: Mouseover text for the input field for param1
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-- ...
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-- param9_text: Label for the input field for param1
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-- param9_desc: Mouseover text for the input field for param1
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-- code: The actual implementation of the function that is to be called.
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-----------------------------------------------------------------------------
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-- Custom preconditions (of type "evaluate")
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-----------------------------------------------------------------------------
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-- The function has to have the following structure:
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--
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-- code = function(player, n_id, p)
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-- -- do something
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-- return result
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-- end,
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--
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-- The return value <result> is compared to the given value with the given
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-- comperator operation.
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--
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-- Please keep in mind that preconditions are called *often*. They need to be
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-- fast and efficient.
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--
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-- Parameters:
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-- <player> The acting player object.
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-- <n_id> The NPC ID <n_id> of the given NPC.
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-- <p> The precondition. Contains the parameters in p.p_param<nr>.
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--
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-- Table for storing the custom preconditions:
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yl_speak_up.custom_functions_p_ = {}
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-- example function for preconditions:
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yl_speak_up.custom_functions_p_[ "example function" ] = {
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description = "This function is just an example. It tells the player its parameters.",
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param1_text = "1. Parameter:",
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param1_desc = "This is the value passed to the function as first parameter.",
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param2_text = "2. Parameter:",
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param2_desc = "This is the value passed to the function as second parameter.",
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param3_text = "3. Parameter:",
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param3_desc = "This is the value passed to the function as 3. parameter.",
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param4_text = "4. Parameter:",
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param4_desc = "This is the value passed to the function as 4. parameter.",
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param5_text = "5. Parameter:",
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param5_desc = "This is the value passed to the function as 5. parameter.",
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param6_text = "6. Parameter:",
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param6_desc = "This is the value passed to the function as 6. parameter.",
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param7_text = "7. Parameter:",
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param7_desc = "This is the value passed to the function as 7. parameter.",
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param8_text = "8. Parameter:",
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param8_desc = "This is the value passed to the function as 8. parameter.",
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param9_text = "9. Parameter:",
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param9_desc = "This is the value passed to the function as 9. parameter.",
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-- the actual implementation of the function
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code = function(player, n_id, p)
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local pname = player:get_player_name()
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local str = ""
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for i = 1,9 do
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str = str.."\n\tParameter "..tostring(i)..": "..tostring(p["p_param"..tostring(i)])
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end
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minetest.chat_send_player(pname, "Checking precondition "..tostring(p.p_id)..
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" for NPC with ID "..tostring(n_id)..": Executing custom function "..
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tostring(p.p_value).." with the following parameters:"..
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str.."\n(This function just tells you its parameters and returns true.)")
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-- this function is just for demonstration; it always returns true
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return true
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end,
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}
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-- get the XP the player has collected (provided the xp_redo mod is installed);
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-- returns 0 if the mod isn't installed
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-- Note: This could also have been handled by the old/above "Custom preconditions
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-- without parameters - the simple way" method.
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-- Please use this version instead of the old above!
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yl_speak_up.custom_functions_p_[ "get_xp_of_player" ] = {
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description = "Get the xp the player has achieved (requires xp_redo).",
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code = function(player, n_id, p)
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local pname = player:get_player_name()
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if(minetest.get_modpath("xp_redo")) then
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return xp_redo.get_xp(pname)
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end
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return 0
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end
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}
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yl_speak_up.custom_functions_p_[ "check_if_player_has_priv" ] = {
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description = "Check if the player has a given priv.",
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param1_text = "Priv to check for:",
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param1_desc = "Checks if the player has the priv you entered here.",
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code = function(player, n_id, p)
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-- the name of the priv is derived from the parameter
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return minetest.check_player_privs(player,
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minetest.string_to_privs(tostring(p.p_param1 or "")))
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end
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}
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-- TODO: actually implement these as examples
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yl_speak_up.custom_functions_p_[ "compare_variable_against_variable" ] = {
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description = "Compare a variable against another variable.",
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param1_text = "Name of the first variable:",
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param1_desc = "Which variables do you want to compare?",
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param2_text = "Name of the second variable:",
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param2_desc = "Which variables do you want to compare?",
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param3_text = "Operator (i.e. >=, <, ==, ~=, ..):",
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param3_text = "Please state which operator shall be used.",
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}
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-----------------------------------------------------------------------------
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-- Custom effects (of type "evaluate")
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-----------------------------------------------------------------------------
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-- The function has to have the following structure:
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--
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-- code = function(player, n_id, r)
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-- -- do something
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-- return result
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-- end,
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--
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-- The return value <result> has to be either <true> (if the function was
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-- successful) or <false> if it encountered an error.
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--
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-- Functions used in/as effects usually change something, i.e. a variable.
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--
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-- Parameters:
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-- <player> The acting player object.
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-- <n_id> The NPC ID <n_id> of the given NPC.
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-- <r> The effect/result. Contains the parameters in r.r_param<nr>.
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--
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-- Table for storing the custom results/effects:
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yl_speak_up.custom_functions_r_ = {}
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-- example function for results/effects:
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yl_speak_up.custom_functions_r_[ "example function" ] = {
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-- Describe here in short form what your function does:
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description = "This function is just an example. It tells the player its parameters.",
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param1_text = "1. Parameter:",
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param1_desc = "This is the value passed to the function as first parameter.",
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param2_text = "2. Parameter:",
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param2_desc = "This is the value passed to the function as second parameter.",
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param3_text = "3. Parameter:",
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param3_desc = "This is the value passed to the function as 3. parameter.",
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param4_text = "4. Parameter:",
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param4_desc = "This is the value passed to the function as 4. parameter.",
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param5_text = "5. Parameter:",
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param5_desc = "This is the value passed to the function as 5. parameter.",
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param6_text = "6. Parameter:",
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param6_desc = "This is the value passed to the function as 6. parameter.",
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param7_text = "7. Parameter:",
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param7_desc = "This is the value passed to the function as 7. parameter.",
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param8_text = "8. Parameter:",
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param8_desc = "This is the value passed to the function as 8. parameter.",
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param9_text = "9. Parameter:",
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param9_desc = "This is the value passed to the function as 9. parameter.",
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-- the actual implementation of the function
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code = function(player, n_id, r)
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local pname = player:get_player_name()
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local str = ""
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for i = 1,9 do
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str = str.."\n\tParameter "..tostring(i)..": "..tostring(r["r_param"..tostring(i)])
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end
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minetest.chat_send_player(pname, "Checking effect "..tostring(r.r_id)..
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" for NPC with ID "..tostring(n_id)..": Executing custom function "..
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tostring(r.r_value).." with the following parameters:"..
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str.."\n(This function just tells you its parameters and returns true.)")
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-- the function was successful (effects only return true or false)
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return true
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end,
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}
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-- TODO: actually implement these as examples
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yl_speak_up.custom_functions_r_[ "set_variable_to_random_number" ] = {
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description = "Set a variable to a random number.",
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param1_text = "Name of the variable:",
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param1_desc = "Which variable do you want to set to a random number?",
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param2_text = "Minimum value:",
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param2_desc = "Which is the MINIMUM value the varible might be set to?",
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param3_text = "Maximum value:",
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param3_desc = "Which is the MAXIMUM value the varible might be set to?",
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}
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yl_speak_up.custom_functions_r_[ "set_variable_to_random_value_from_list" ] = {
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description = "Set a variable to a random value from a list.",
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param1_text = "Name of the variable:",
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param1_desc = "Which variable do you want to set to a random value from your list?",
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param2_text = "Possible values:",
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param2_desc = "Enter all the possible values/texts for your variable here.\n"..
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"Seperate the entires by \"|\", i.e.: \"entry1|entry2|entry3\".",
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}
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-----------------------------------------------------------------------------
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-- Custom handling of special properties
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-----------------------------------------------------------------------------
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-- self.order is used by most mobs_redo NPC and stores weather they ought to
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-- stand around, follow the player or wander around randomly
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yl_speak_up.custom_property_self_order = function(pname, property_name, property_value, property_data)
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if(property_name ~= "self.order") then
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return "This function handles only the self.order property."
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end
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if(property_value == "stand") then
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property_data.entity.state = stand
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property_data.entity.attack = nil
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property_data.entity:set_animation("stand")
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property_data.entity:set_velocity(0)
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elseif(property_value ~= "wander"
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and property_value ~= "follow") then
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return "self.order can only be set to stand, wander or follow."
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end
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property_data.entity.order = property_value
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return "OK"
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end
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-- make sure the mod knows how to handle change attempts to the property self.order
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yl_speak_up.custom_property_handler["self.order"] = yl_speak_up.custom_property_self_order
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