Improve API: add awards.get_award_states()

This commit is contained in:
rubenwardy 2021-01-10 16:24:45 +00:00
parent 4e8d175714
commit b4a4a1fd74
5 changed files with 129 additions and 98 deletions

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@ -37,10 +37,11 @@ awards.register_award("mymod:award", {
The above trigger type is an example of a counted_key trigger: The above trigger type is an example of a counted_key trigger:
rather than a single counter there's a counter per key - in this rather than a single counter there's a counter per key - in this
case the key is the value of the `node` field. If you leave out case the key is the value of the `node` field.
the key in a `counted_key` trigger, then the total will be used
instead. For example, here is an award which unlocks after you've If you leave out the key in a `counted_key` trigger, then the total will be used
placed 10 nodes of any type: instead. For example, here is an award which unlocks after you've placed 10
nodes of any type:
```lua ```lua
awards.register_award("mymod:award", { awards.register_award("mymod:award", {
@ -125,6 +126,10 @@ awards.register_trigger("foo", {
type = "custom", type = "custom",
progress = "@1/@2 foos", progress = "@1/@2 foos",
auto_description = { "Do a foo", "Foo @1 times" }, auto_description = { "Do a foo", "Foo @1 times" },
on_register = function(self, award)
print(award.name .. " was registered with foo trigger type")
end,
}) })
minetest.register_on_foo(function() minetest.register_on_foo(function()
@ -168,7 +173,9 @@ end
# API # API
* awards.register_award(name, def), the def table has the following fields: ## Awards
* `awards.register_award(name, def)`, the def table has the following fields:
* `title` - title of the award (defaults to name) * `title` - title of the award (defaults to name)
* `description` - longer description of the award, displayed in Awards tab * `description` - longer description of the award, displayed in Awards tab
* `difficulty` - see [Award Difficulty](#award-difficulty). * `difficulty` - see [Award Difficulty](#award-difficulty).
@ -182,23 +189,44 @@ end
* `background` - the background image, use default otherwise. * `background` - the background image, use default otherwise.
* `trigger` - trigger definition, see [Builtin Trigger Types](#builtin-trigger-types). * `trigger` - trigger definition, see [Builtin Trigger Types](#builtin-trigger-types).
* `on_unlock(name, def)` - callback on unlock. * `on_unlock(name, def)` - callback on unlock.
* awards.register_trigger(name, def), the def table has the following fields: * `awards.registered_awards` - table of award name to definition.
* `type` - see [Trigger Types](#trigger-types). * `awards.register_on_unlock(func(name, def))`
* `name` is the player name
* `def` is the award def.
* return true to cancel HUD
* `awards.unlock(player_name, award)`
* gives an award to a player
* `awards.get_award_states(player_name)`
* Returns list of tables, sorted by `score`, each having the fields:
{
name = "mymod:awardname",
def = {}, -- Award definition
unlocked = true, -- Whether award has been unlocked
started = true, -- Whether any progress has been made
score = 0, -- Score used in sorting
-- Either a table or nil
progress = {
current = 5,
target = 10,
label = "label", -- Label to show over progress bar
}
}
## Triggers
* `awards.register_trigger(name, def)`, the def table has the following fields:
* `type` - see trigger type types in [Trigger Types](#trigger-types).
* `progress` - used to format progress, defaults to "%1/%2". * `progress` - used to format progress, defaults to "%1/%2".
* `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. * `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.
* `on_register(award_def)` - called when an award registers with this type. * `on_register(self, award_def)` - called when an award registers with this type.
* "counted_key" only: * "counted_key" only:
* `auto_description_total` - Used if the trigger is for the total. * `auto_description_total` - Used if the trigger is for the total.
* `get_key(self, def)` - get key for particular award, return nil for a total. * `get_key(self, def)` - get key for particular award, return nil for a total.
* `key_is_item` - true if the key is an item name. On notify(), * `key_is_item` - true if the key is an item name. On notify(),
any watched groups will also be notified as `group:groupname` keys. any watched groups will also be notified as `group:groupname` keys.
* awards.register_on_unlock(func(name, def)) * `awards.registered_triggers` - table of trigger name to definition.
* name is the player name
* def is the award def.
* return true to cancel HUD
* awards.unlock(name, award)
* gives an award to a player
* name is the player name
## Builtin Trigger Types ## Builtin Trigger Types

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@ -3,7 +3,9 @@
-- The global award namespace -- The global award namespace
awards = { awards = {
show_mode = "hud", show_mode = "hud",
registered_awards = {},
registered_triggers = {}, registered_triggers = {},
on_unlock = {},
} }
-- Internationalization support. -- Internationalization support.

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@ -182,3 +182,71 @@ function awards.unlock(name, award)
end) end)
end end
end end
function awards.get_award_states(name)
local hash_is_unlocked = {}
local retval = {}
-- Add all unlocked awards
local data = awards.player(name)
if data and data.unlocked then
for awardname, _ in pairs(data.unlocked) do
local def = awards.registered_awards[awardname]
if def then
hash_is_unlocked[awardname] = true
local score = -100000
local difficulty = def.difficulty or 1
if def.trigger and def.trigger.target then
difficulty = difficulty * def.trigger.target
end
score = score + difficulty
retval[#retval + 1] = {
name = awardname,
def = def,
unlocked = true,
started = true,
score = score,
progress = nil,
}
end
end
end
-- Add all locked awards
for _, def in pairs(awards.registered_awards) do
if not hash_is_unlocked[def.name] and def:can_unlock(data) then
local progress = def.get_progress and def:get_progress(data)
local started = false
local score = def.difficulty or 1
if def.secret then
score = 1000000
elseif def.trigger and def.trigger.target and progress then
local perc = progress.current / progress.target
score = score * (1 - perc) * def.trigger.target
if perc < 0.001 then
score = score + 100
else
started = true
end
else
score = 100
end
retval[#retval + 1] = {
name = def.name,
def = def,
unlocked = false,
started = started,
score = score,
progress = progress,
}
end
end
table.sort(retval, function(a, b)
return a.score < b.score
end)
return retval
end

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@ -2,9 +2,7 @@
local S, NS = awards.gettext, awards.ngettext local S, NS = awards.gettext, awards.ngettext
awards.registered_awards = {}
awards.on = {} awards.on = {}
awards.on_unlock = {}
local default_def = {} local default_def = {}
@ -43,11 +41,12 @@ function awards.register_trigger(tname, tdef)
} }
tdef.register(tmp) tdef.register(tmp)
function def.getProgress(_, data) function def.get_progress(_, data)
local done = math.min(data[tname] or 0, tmp.target) local current = math.min(data[tname] or 0, tmp.target)
return { return {
perc = done / tmp.target, current = current,
label = S(tdef.progress, done, tmp.target), target = tmp.target,
label = S(tdef.progress, current, tmp.target),
} }
end end
@ -102,7 +101,7 @@ function awards.register_trigger(tname, tdef)
end end
-- Called to get progress values and labels -- Called to get progress values and labels
function def.getProgress(_, data) function def.get_progress(_, data)
data[tname] = data[tname] or {} data[tname] = data[tname] or {}
local done local done
@ -114,7 +113,8 @@ function awards.register_trigger(tname, tdef)
done = math.min(done, tmp.target) done = math.min(done, tmp.target)
return { return {
perc = done / tmp.target, current = done,
target = tmp.target,
label = S(tdef.progress, done, tmp.target), label = S(tdef.progress, done, tmp.target),
} }
end end

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@ -2,73 +2,9 @@
local S = awards.gettext local S = awards.gettext
local function order_awards(name)
local hash_is_unlocked = {}
local retval = {}
local data = awards.player(name)
if data and data.unlocked then
for awardname, _ in pairs(data.unlocked) do
local def = awards.registered_awards[awardname]
if def then
hash_is_unlocked[awardname] = true
local score = -100000
local difficulty = def.difficulty or 1
if def.trigger and def.trigger.target then
difficulty = difficulty * def.trigger.target
end
score = score + difficulty
retval[#retval + 1] = {
name = awardname,
def = def,
unlocked = true,
started = true,
score = score,
}
end
end
end
for _, def in pairs(awards.registered_awards) do
if not hash_is_unlocked[def.name] and def:can_unlock(data) then
local started = false
local score = def.difficulty or 1
if def.secret then
score = 1000000
elseif def.trigger and def.trigger.target and def.getProgress then
local progress = def:getProgress(data).perc
score = score * (1 - progress) * def.trigger.target
if progress < 0.001 then
score = score + 100
else
started = true
end
else
score = 100
end
retval[#retval + 1] = {
name = def.name,
def = def,
unlocked = false,
started = started,
score = score,
}
end
end
table.sort(retval, function(a, b)
return a.score < b.score
end)
return retval
end
function awards.get_formspec(name, to, sid) function awards.get_formspec(name, to, sid)
local formspec = "" local formspec = ""
local awards_list = order_awards(name) local awards_list = awards.get_award_states(name)
local data = awards.player(name)
if #awards_list == 0 then if #awards_list == 0 then
formspec = formspec .. "label[3.9,1.5;"..minetest.formspec_escape(S("Error: No achivements available.")).."]" formspec = formspec .. "label[3.9,1.5;"..minetest.formspec_escape(S("Error: No achivements available.")).."]"
@ -106,15 +42,11 @@ function awards.get_formspec(name, to, sid)
if sdef and sdef.icon then if sdef and sdef.icon then
formspec = formspec .. "image[0.45,0;3.5,3.5;" .. sdef.icon .. "]" -- adjusted values from 0.6,0;3,3 formspec = formspec .. "image[0.45,0;3.5,3.5;" .. sdef.icon .. "]" -- adjusted values from 0.6,0;3,3
end end
local barwidth = 3.95
local perc = nil if sitem.progress then
local label = nil local barwidth = 3.95
if sdef.getProgress and data then local perc = sitem.progress.current / sitem.progress.target
local res = sdef:getProgress(data) local label = sitem.progress.label
perc = res.perc
label = res.label
end
if perc then
if perc > 1 then if perc > 1 then
perc = 1 perc = 1
end end
@ -124,6 +56,7 @@ function awards.get_formspec(name, to, sid)
formspec = formspec .. "label[1.6,8.15;" .. minetest.formspec_escape(label) .. "]" formspec = formspec .. "label[1.6,8.15;" .. minetest.formspec_escape(label) .. "]"
end end
end end
if sdef and sdef.description then if sdef and sdef.description then
formspec = formspec .. "box[-0.05,3.75;3.9,4.2;#000]" formspec = formspec .. "box[-0.05,3.75;3.9,4.2;#000]"
formspec = formspec .. "textarea[0.25,3.75;3.9,4.2;;" .. formspec = formspec .. "textarea[0.25,3.75;3.9,4.2;;" ..
@ -174,7 +107,7 @@ function awards.show_to(name, to, sid, text)
return return
end end
if text then if text then
local awards_list = order_awards(name) local awards_list = awards.get_award_states(name)
if #awards_list == 0 then if #awards_list == 0 then
minetest.chat_send_player(to, S("Error: No award available.")) minetest.chat_send_player(to, S("Error: No award available."))
return return