forked from nalc/awards
Improve API: add awards.get_award_states()
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parent
4e8d175714
commit
b4a4a1fd74
58
README.md
58
README.md
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@ -37,10 +37,11 @@ awards.register_award("mymod:award", {
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The above trigger type is an example of a counted_key trigger:
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The above trigger type is an example of a counted_key trigger:
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rather than a single counter there's a counter per key - in this
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rather than a single counter there's a counter per key - in this
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case the key is the value of the `node` field. If you leave out
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case the key is the value of the `node` field.
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the key in a `counted_key` trigger, then the total will be used
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instead. For example, here is an award which unlocks after you've
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If you leave out the key in a `counted_key` trigger, then the total will be used
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placed 10 nodes of any type:
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instead. For example, here is an award which unlocks after you've placed 10
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nodes of any type:
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```lua
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```lua
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awards.register_award("mymod:award", {
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awards.register_award("mymod:award", {
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@ -125,6 +126,10 @@ awards.register_trigger("foo", {
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type = "custom",
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type = "custom",
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progress = "@1/@2 foos",
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progress = "@1/@2 foos",
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auto_description = { "Do a foo", "Foo @1 times" },
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auto_description = { "Do a foo", "Foo @1 times" },
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on_register = function(self, award)
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print(award.name .. " was registered with foo trigger type")
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end,
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})
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})
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minetest.register_on_foo(function()
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minetest.register_on_foo(function()
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@ -168,7 +173,9 @@ end
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# API
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# API
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* awards.register_award(name, def), the def table has the following fields:
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## Awards
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* `awards.register_award(name, def)`, the def table has the following fields:
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* `title` - title of the award (defaults to name)
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* `title` - title of the award (defaults to name)
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* `description` - longer description of the award, displayed in Awards tab
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* `description` - longer description of the award, displayed in Awards tab
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* `difficulty` - see [Award Difficulty](#award-difficulty).
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* `difficulty` - see [Award Difficulty](#award-difficulty).
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@ -182,23 +189,44 @@ end
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* `background` - the background image, use default otherwise.
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* `background` - the background image, use default otherwise.
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* `trigger` - trigger definition, see [Builtin Trigger Types](#builtin-trigger-types).
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* `trigger` - trigger definition, see [Builtin Trigger Types](#builtin-trigger-types).
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* `on_unlock(name, def)` - callback on unlock.
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* `on_unlock(name, def)` - callback on unlock.
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* awards.register_trigger(name, def), the def table has the following fields:
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* `awards.registered_awards` - table of award name to definition.
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* `type` - see [Trigger Types](#trigger-types).
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* `awards.register_on_unlock(func(name, def))`
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* `name` is the player name
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* `def` is the award def.
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* return true to cancel HUD
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* `awards.unlock(player_name, award)`
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* gives an award to a player
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* `awards.get_award_states(player_name)`
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* Returns list of tables, sorted by `score`, each having the fields:
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{
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name = "mymod:awardname",
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def = {}, -- Award definition
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unlocked = true, -- Whether award has been unlocked
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started = true, -- Whether any progress has been made
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score = 0, -- Score used in sorting
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-- Either a table or nil
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progress = {
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current = 5,
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target = 10,
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label = "label", -- Label to show over progress bar
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}
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}
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## Triggers
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* `awards.register_trigger(name, def)`, the def table has the following fields:
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* `type` - see trigger type types in [Trigger Types](#trigger-types).
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* `progress` - used to format progress, defaults to "%1/%2".
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* `progress` - used to format progress, defaults to "%1/%2".
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* `auto_description` - a table of two elements. Each element is a format string. Element 1 is singular, element 2 is plural. Used for the award description (not title) if none is given.
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* `auto_description` - a table of two elements. Each element is a format string. Element 1 is singular, element 2 is plural. Used for the award description (not title) if none is given.
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* `on_register(award_def)` - called when an award registers with this type.
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* `on_register(self, award_def)` - called when an award registers with this type.
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* "counted_key" only:
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* "counted_key" only:
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* `auto_description_total` - Used if the trigger is for the total.
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* `auto_description_total` - Used if the trigger is for the total.
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* `get_key(self, def)` - get key for particular award, return nil for a total.
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* `get_key(self, def)` - get key for particular award, return nil for a total.
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* `key_is_item` - true if the key is an item name. On notify(),
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* `key_is_item` - true if the key is an item name. On notify(),
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any watched groups will also be notified as `group:groupname` keys.
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any watched groups will also be notified as `group:groupname` keys.
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* awards.register_on_unlock(func(name, def))
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* `awards.registered_triggers` - table of trigger name to definition.
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* name is the player name
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* def is the award def.
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* return true to cancel HUD
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* awards.unlock(name, award)
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* gives an award to a player
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* name is the player name
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## Builtin Trigger Types
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## Builtin Trigger Types
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2
init.lua
2
init.lua
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@ -3,7 +3,9 @@
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-- The global award namespace
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-- The global award namespace
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awards = {
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awards = {
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show_mode = "hud",
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show_mode = "hud",
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registered_awards = {},
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registered_triggers = {},
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registered_triggers = {},
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on_unlock = {},
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}
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}
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-- Internationalization support.
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-- Internationalization support.
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@ -182,3 +182,71 @@ function awards.unlock(name, award)
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end)
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end)
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end
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end
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end
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end
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function awards.get_award_states(name)
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local hash_is_unlocked = {}
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local retval = {}
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-- Add all unlocked awards
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local data = awards.player(name)
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if data and data.unlocked then
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for awardname, _ in pairs(data.unlocked) do
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local def = awards.registered_awards[awardname]
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if def then
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hash_is_unlocked[awardname] = true
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local score = -100000
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local difficulty = def.difficulty or 1
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if def.trigger and def.trigger.target then
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difficulty = difficulty * def.trigger.target
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end
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score = score + difficulty
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retval[#retval + 1] = {
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name = awardname,
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def = def,
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unlocked = true,
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started = true,
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score = score,
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progress = nil,
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}
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end
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end
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end
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-- Add all locked awards
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for _, def in pairs(awards.registered_awards) do
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if not hash_is_unlocked[def.name] and def:can_unlock(data) then
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local progress = def.get_progress and def:get_progress(data)
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local started = false
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local score = def.difficulty or 1
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if def.secret then
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score = 1000000
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elseif def.trigger and def.trigger.target and progress then
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local perc = progress.current / progress.target
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score = score * (1 - perc) * def.trigger.target
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if perc < 0.001 then
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score = score + 100
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else
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started = true
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end
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else
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score = 100
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end
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retval[#retval + 1] = {
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name = def.name,
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def = def,
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unlocked = false,
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started = started,
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score = score,
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progress = progress,
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}
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end
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end
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table.sort(retval, function(a, b)
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return a.score < b.score
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end)
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return retval
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end
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@ -2,9 +2,7 @@
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local S, NS = awards.gettext, awards.ngettext
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local S, NS = awards.gettext, awards.ngettext
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awards.registered_awards = {}
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awards.on = {}
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awards.on = {}
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awards.on_unlock = {}
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local default_def = {}
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local default_def = {}
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@ -43,11 +41,12 @@ function awards.register_trigger(tname, tdef)
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}
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}
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tdef.register(tmp)
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tdef.register(tmp)
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function def.getProgress(_, data)
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function def.get_progress(_, data)
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local done = math.min(data[tname] or 0, tmp.target)
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local current = math.min(data[tname] or 0, tmp.target)
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return {
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return {
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perc = done / tmp.target,
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current = current,
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label = S(tdef.progress, done, tmp.target),
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target = tmp.target,
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label = S(tdef.progress, current, tmp.target),
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}
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}
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end
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end
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@ -102,7 +101,7 @@ function awards.register_trigger(tname, tdef)
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end
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end
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-- Called to get progress values and labels
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-- Called to get progress values and labels
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function def.getProgress(_, data)
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function def.get_progress(_, data)
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data[tname] = data[tname] or {}
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data[tname] = data[tname] or {}
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local done
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local done
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@ -114,7 +113,8 @@ function awards.register_trigger(tname, tdef)
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done = math.min(done, tmp.target)
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done = math.min(done, tmp.target)
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return {
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return {
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perc = done / tmp.target,
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current = done,
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target = tmp.target,
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label = S(tdef.progress, done, tmp.target),
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label = S(tdef.progress, done, tmp.target),
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}
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}
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end
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end
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83
src/gui.lua
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src/gui.lua
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@ -2,73 +2,9 @@
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local S = awards.gettext
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local S = awards.gettext
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local function order_awards(name)
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local hash_is_unlocked = {}
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local retval = {}
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local data = awards.player(name)
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if data and data.unlocked then
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for awardname, _ in pairs(data.unlocked) do
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local def = awards.registered_awards[awardname]
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if def then
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hash_is_unlocked[awardname] = true
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local score = -100000
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local difficulty = def.difficulty or 1
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if def.trigger and def.trigger.target then
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difficulty = difficulty * def.trigger.target
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end
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score = score + difficulty
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retval[#retval + 1] = {
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name = awardname,
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def = def,
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unlocked = true,
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started = true,
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score = score,
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}
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end
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end
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end
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for _, def in pairs(awards.registered_awards) do
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if not hash_is_unlocked[def.name] and def:can_unlock(data) then
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local started = false
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local score = def.difficulty or 1
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if def.secret then
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score = 1000000
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elseif def.trigger and def.trigger.target and def.getProgress then
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local progress = def:getProgress(data).perc
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score = score * (1 - progress) * def.trigger.target
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if progress < 0.001 then
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score = score + 100
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else
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started = true
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end
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else
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score = 100
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end
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retval[#retval + 1] = {
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name = def.name,
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def = def,
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unlocked = false,
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started = started,
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score = score,
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}
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end
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end
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table.sort(retval, function(a, b)
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return a.score < b.score
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end)
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return retval
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end
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function awards.get_formspec(name, to, sid)
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function awards.get_formspec(name, to, sid)
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local formspec = ""
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local formspec = ""
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local awards_list = order_awards(name)
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local awards_list = awards.get_award_states(name)
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local data = awards.player(name)
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if #awards_list == 0 then
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if #awards_list == 0 then
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formspec = formspec .. "label[3.9,1.5;"..minetest.formspec_escape(S("Error: No achivements available.")).."]"
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formspec = formspec .. "label[3.9,1.5;"..minetest.formspec_escape(S("Error: No achivements available.")).."]"
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if sdef and sdef.icon then
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if sdef and sdef.icon then
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formspec = formspec .. "image[0.45,0;3.5,3.5;" .. sdef.icon .. "]" -- adjusted values from 0.6,0;3,3
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formspec = formspec .. "image[0.45,0;3.5,3.5;" .. sdef.icon .. "]" -- adjusted values from 0.6,0;3,3
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end
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end
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local barwidth = 3.95
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local perc = nil
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if sitem.progress then
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local label = nil
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local barwidth = 3.95
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if sdef.getProgress and data then
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local perc = sitem.progress.current / sitem.progress.target
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local res = sdef:getProgress(data)
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local label = sitem.progress.label
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perc = res.perc
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label = res.label
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end
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if perc then
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if perc > 1 then
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if perc > 1 then
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perc = 1
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perc = 1
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end
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end
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formspec = formspec .. "label[1.6,8.15;" .. minetest.formspec_escape(label) .. "]"
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formspec = formspec .. "label[1.6,8.15;" .. minetest.formspec_escape(label) .. "]"
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end
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end
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end
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end
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if sdef and sdef.description then
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if sdef and sdef.description then
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formspec = formspec .. "box[-0.05,3.75;3.9,4.2;#000]"
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formspec = formspec .. "box[-0.05,3.75;3.9,4.2;#000]"
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formspec = formspec .. "textarea[0.25,3.75;3.9,4.2;;" ..
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formspec = formspec .. "textarea[0.25,3.75;3.9,4.2;;" ..
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@ -174,7 +107,7 @@ function awards.show_to(name, to, sid, text)
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return
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return
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end
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end
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if text then
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if text then
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local awards_list = order_awards(name)
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local awards_list = awards.get_award_states(name)
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if #awards_list == 0 then
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if #awards_list == 0 then
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minetest.chat_send_player(to, S("Error: No award available."))
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minetest.chat_send_player(to, S("Error: No award available."))
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return
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return
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