yl_speak_up/fs/fs_export.lua

249 lines
9.5 KiB
Lua

yl_speak_up.input_export = function(player, formname, fields)
if(fields and fields.back) then
return yl_speak_up.show_fs(player, "talk")
elseif(fields and fields.show_readable) then
return yl_speak_up.show_fs(player, "export", "show_readable")
elseif(fields and (fields.back_to_export or fields.show_export)) then
return yl_speak_up.show_fs(player, "export", "show_export")
elseif(fields and fields.show_simple_dialogs) then
return yl_speak_up.show_fs(player, "export", "show_simple_dialogs")
elseif(fields and (fields.import or fields.back_from_error_msg)) then
return yl_speak_up.show_fs(player, "export", "import")
elseif(fields and fields.really_import and fields.new_dialog_input) then
-- importing requires the "privs" priv
if(not(minetest.check_player_privs(player, {privs=true}))) then
return yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:export",
formspec = yl_speak_up.build_fs_quest_edit_error(
"You need the \"privs\" priv in order to import NPC data.",
"back_from_error_msg")})
end
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
-- actually import the dialog
local new_dialog = minetest.parse_json(fields.new_dialog_input or "")
if(not(new_dialog)) then
return yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:export",
formspec = yl_speak_up.build_fs_quest_edit_error(
"Failed to parse the .json data.",
"back_from_error_msg")})
end
-- TODO: the dialog has to be checked if it is a valid one (very big TODO!)
-- the ID has to be adjusted to this NPC
new_dialog.n_id = n_id
-- update the entity with name, description and owner
if yl_speak_up.speak_to[pname].obj then
local obj = yl_speak_up.speak_to[pname].obj
local ent = obj:get_luaentity()
if ent ~= nil then
ent.yl_speak_up.npc_name = new_dialog.n_npc
ent.yl_speak_up.npc_description = new_dialog.n_description
ent.owner = new_dialog.npc_owner
local i_text = new_dialog.n_npc .. "\n" ..
new_dialog.n_description .. "\n" ..
yl_speak_up.infotext
obj:set_properties({infotext = i_text})
yl_speak_up.update_nametag(ent)
end
end
-- import self.yl_speak_up (contains skin, animation, properties and the like)
local obj = yl_speak_up.speak_to[pname].obj
if(obj and new_dialog.entity_yl_speak_up) then
local entity = obj:get_luaentity()
if(entity) then
-- not all staticdata is changed
local staticdata = entity:get_staticdata()
-- we need to take the ID of this *current* NPC - not of the savedone!
local old_id = entity.yl_speak_up.id
new_dialog.entity_yl_speak_up.id = old_id
-- provide the entity with the new data
entity.yl_speak_up = new_dialog.entity_yl_speak_up
-- textures and infotext may depend on the mod
if(entity.yl_speak_up.entity_textures) then
entity.textures = entity.yl_speak_up.entity_textures
end
if(entity.yl_speak_up.entity_infotext) then
entity.infotext = entity.yl_speak_up.entity_infotext
end
-- update the entity
local dtime_s = 1
entity:on_activate(new_staticdata, dtime_s)
-- apply the changes
entity.object:set_properties(entity)
if(entity.yl_speak_up.animation) then
entity.object:set_animation(entity.yl_speak_up.animation)
end
-- get the updated staticdata (with new yl_speak_up values)
local new_staticdata = entity:get_staticdata()
-- update the nametag if possible
yl_speak_up.update_nametag(entity)
end
end
-- update the stored dialog
yl_speak_up.speak_to[pname].dialog = new_dialog
-- save it
yl_speak_up.save_dialog(n_id, new_dialog)
-- log the change
yl_speak_up.log_change(pname, n_id, "Imported new dialog.")
return yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:export",
formspec = "size[10,3]"..
"label[0.5,1.0;Data successfully imported.]"..
"button[3.5,2.0;2,0.9;back_from_error_msg;Back]"
})
end
end
yl_speak_up.get_fs_export = function(player, param)
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
-- generic dialogs are not part of the NPC
local dialog = yl_speak_up.speak_to[pname].dialog
if(not(yl_speak_up.may_edit_npc(player, n_id))) then
return ""
end
local text = ""
if(not(minetest.check_player_privs(pname, {privs=true}))) then
text = "You lack the \"privs\" priv that is required in order to import NPC data."
end
if(param and param == "import") then
return table.concat({"size[20,20]label[4,0.5;IMPORT for NPC ",
minetest.formspec_escape(n_id or "- ? -"),
"dialog data in .json format]",
"button[17.8,0.2;2.0,0.9;back_to_export;Back]",
"button[3.6,17.2;6.0,0.9;really_import;Yes, I'm sure. Import it!]",
"button[10.2,17.2;6.0,0.9;back_to_export;No. Go back, please.]",
-- read-only
"textarea[0.2,2;19.6,15;new_dialog_input;NEW dialog for ",
minetest.formspec_escape(n_id or "- ? -"),
":;",
text,
"]",
"textarea[0.2,18.2;19.6,1.8;;;",
"WARNING: This is highly experimental and requires the \"privs\" priv. "..
"Use in singleplayer on a new NPC - but not on a live server!]",
})
end
local content = ""
local explanation = ""
local b1 = "button[0.2,17.2;6.0,0.9;show_readable;Human readable format]"..
"tooltip[show_readable;Shows the raw dialog data format formatted diffrently so\n"..
"that it is easier to read.]"
local b2 = "button[7.0,17.2;6.0,0.9;show_export;Export in .json format]"..
"tooltip[show_export;Shows the raw dialog data format (.json).]"
local b3 = "button[13.8,17.2;6.0,0.9;show_simple_dialogs;Show simple dialogs format]"..
"tooltip[show_simple_dialogs;Show the dialog data structure in the format used by\n"..
"the mod \"simple_dialogs\".]"
-- include self.yl_speak_up (contains skin, animation, properties and the like)
local obj = yl_speak_up.speak_to[pname].obj
if(obj) then
local entity = obj:get_luaentity()
if(entity) then
dialog.entity_yl_speak_up = entity.yl_speak_up
-- these data values vary too much depending on mod used for the NPC
if(entity.textures) then
dialog.entity_yl_speak_up.entity_textures = entity.textures
end
if(entity.infotext) then
dialog.entity_yl_speak_up.entity_infotext = entity.infotext
end
end
end
if(param and param == "show_readable") then
b1 = "label[0.2,17.6;This is human readable format]"
explanation = "This is like the raw dialog data format - except that it's written a bit "..
"diffrent so that it is easier to read."
content = minetest.write_json(dialog, true)
elseif(param and param == "show_simple_dialogs") then
b3 = "label[13.8,17.6;This is simple dialogs format]"
explanation = "This is the format used by the \"simple_dialogs\" mod. "..
"It does not cover preconditions, actions, effects and other specialities of "..
"this mod here. It only covers the raw dialogs. If a dialog line starts with "..
"\":\", \">\" or \"=\", a \" \" is added before that letter because such a "..
"line start would not be allowed in \"simple_dialogs\"."
local tmp = {}
local d_liste = {}
if(dialog.n_dialogs) then
for d_id, v in pairs(dialog.n_dialogs) do
table.insert(d_liste, d_id)
end
end
table.sort(d_liste)
for i, d_id in ipairs(d_liste) do
table.insert(tmp, "===")
-- TODO: use labels here when available
table.insert(tmp, tostring(d_id))
table.insert(tmp, "\n")
-- :, > and = are not allowed as line start in simple dialogs
-- just add a leading blank so that any :, > and = at the start are covered
table.insert(tmp, " ")
local t = dialog.n_dialogs[d_id].d_text or ""
t = string.gsub(t, "\n([:>=])", "\n %1")
table.insert(tmp, t)
table.insert(tmp, "\n")
for o_id, o_data in pairs(dialog.n_dialogs[d_id].d_options or {}) do
local target_dialog = nil
for r_id, r_data in pairs(o_data.o_results) do
if(r_data.r_type and r_data.r_type == "dialog") then
target_dialog = r_data.r_value
end
end
table.insert(tmp, ">")
table.insert(tmp, target_dialog or "d_1")
table.insert(tmp, ":")
table.insert(tmp, o_data.o_text_when_prerequisites_met)
table.insert(tmp, "\n")
end
table.insert(tmp, "\n")
end
content = table.concat(tmp, "")
else
b2 = "label[7.0,17.6;This is export in .json format]"
explanation = "Mark the text in the above window with your mouse and paste it into "..
"a local file on your disk. Save it as n_<id>.json (i.e. n_123.json) "..
"in the folder containing your dialog data. Then the NPCs in your "..
"local world can use this dialog."
-- TODO: import?
content = minetest.write_json(dialog, false)
end
return table.concat({"size[20,20]label[4,0.5;Export of NPC ",
minetest.formspec_escape(n_id or "- ? -"),
"dialog data in .json format]",
"button[17.8,0.2;2.0,0.9;back;Back]",
"button[15.4,0.2;2.0,0.9;import;Import]",
"tooltip[import;WARNING: This is highly experimental and requires the \"privs\" priv.\n"..
"Use in singleplayer on a new NPC - but not on a live server!]",
b1, b2, b3,
-- background color for the textarea below
"box[0.2,2;19.6,15;#AAAAAA]",
-- read-only
"textarea[0.2,2;19.6,15;;Current dialog of ",
minetest.formspec_escape(n_id or "- ? -"),
":;",
minetest.formspec_escape(content),
"]",
"textarea[0.2,18.2;19.6,1.8;;;",
explanation,
"]",
})
end
yl_speak_up.register_fs("export",
yl_speak_up.input_export,
yl_speak_up.get_fs_export,
-- no special formspec required:
nil
)