--- Quests core. -- @module core -- Boilerplate to support localized strings if intllib mod is installed. local S if minetest.get_modpath("intllib") then S = intllib.Getter() else -- If you don't use insertions (@1, @2, etc) you can use this: S = function(s) return s end end local empty_callback = function(...) end local function compute_tasks(playername, questname, nocallback) local quest = quests.registered_quests[questname] local plr_quest = quests.active_quests[playername][questname] for taskname, task in pairs(quest.tasks) do local plr_task = plr_quest[taskname] if task.requires == nil then plr_task.visible = true else plr_task.visible = false local was_visible = task.visible local final_enabler = "" for _, enabler_name in ipairs(task.requires) do if type(enabler_name) == "table" then plr_task.visible = true for _, subena_name in ipairs(plr_quest[enabler_name]) do local plr_subena = plr_task[subena_name] if plr_task.visible and plr_subena and (not plr_subena.visible or not plr_subena.finished) then plr_task.visible = false end end else if plr_quest[enabler_name] then plr_task.visible = plr_quest[enabler_name].finished or false else plr_task.visible = true end end if plr_task.visible then final_enabler = enabler_name break end end if plr_task.visible and not was_visible and not nocallback then task.availablecallback(playername, questname, taskname, final_enabler, quest.metadata) end end if task.disables_on ~= nil then local was_disabled = task.disabled local final_disabler = "" for _, disabler_name in ipairs(task.disables_on) do if type(disabler) == "table" then plr_task.disabled = true for _, subdis_name in ipairs(disabler) do local plr_subdis = plr_quest[subdis_name] if not plr_task.disabled and plr_subdis.visible and plr_subdis.finished then plr_task.disabled = true end end else plr_task.disabled = plr_quest[disabler_name].finished end if plr_task.disabled then final_disabler = disabler_name break end end if plr_task.disabled and not was_disabled and not nocallback then task.disablecallback(playername, questname, taskname, final_disabler, quest.metadata) end end end end --- Registers a quest for later use. -- There are two types of quests: simple and tasked. -- -- * Simple quests are made of a single objective -- * Taked quests are made of tasks, allowing simultaneous progress -- within the quest as well as branching quest objectives -- -- Both quest types are defined by a table, and they share common information: -- { -- title, -- Self-explanatory. Should describe the objective for simple quests. -- description, -- Description/lore of the quest -- icon, -- Texture name of the quest's icon. If missing, a default icon is used. -- startcallback, -- Called upon quest start. function(playername, questname, metadata) -- autoaccept, -- If true, quest automatically becomes completed if its progress reaches the max. -- -- Defaults to true. -- completecallback, -- If autoaccept is true, gets called at quest completion. -- -- function(playername, questname, metadata) -- abortcallback, -- Called when a player cancels the quest. function(playername, questname, metadata) -- repeating -- Delay in seconds before the quest becomes available again. If nil, 0 or false, doesn't restart. -- } -- -- In addition, simple quests have a number-type `max` element indicating the max progress of the quest. -- As for tasked quests, they have a table-type `tasks` element which value is like this: -- tasks = { -- start = { -- title, -- description, -- icon, -- max -- Max task progress -- }, -- another_task = { -- [...], -- -- requires = {"start"}, -- -- Table of task names which one must be completed for this task to unlock. -- -- To to task completion groups (i.e. where ALL must be compileted), pass said names in a (sub)table. -- -- availablecallback, -- -- Called when the task becomes available. Not called when there are no task requirements (i.e. task is available from the start). -- -- function(playername, questname, taskname, enablingtaskname, metadata) -- -- enablingtaskname is a string or a table of strings, depending on the condition that unlocked the task -- -- completecallback, -- -- Called upon task completion. -- -- function(playername, questname, taskname, metadata) -- } -- something = { -- [...], -- requires = {"start"}, -- -- disables_on = {"another_task"}, -- -- Same as `requires`, but *disables* the task (it then does not count towards quest completion) -- -- disablecallback, -- -- Called when the task becomes disabled. Not called when the task is disabled upon quest start. -- -- function(playername, questname, taskname, disablingtaskname, metadata) -- -- disablingtaskname is a string or a table of strings, depending on the condition that locked the task -- } -- } -- In this previous example the 2 last tasks enables once the `start` one is completed, and the -- last one disables upon `another_task` completion, effectively making it optional if one -- completes `another_task` before it. -- Some task names are reserved and will be ignored: -- -- * `metadata` -- * `finished` -- * `value` -- -- Note: this function *copies* the `quest` table, keeping only what's needed. This way you can implement custom -- quest attributes in your mod and register the quest directly without worrying about keyvalue name collision. -- @param questname Name of the quest. Should follow the naming conventions: `modname:questname` -- @param quest Quest definition `table` -- @return `true` when the quest was successfully registered -- @return `false`, when there was already such a quest, or if mandatory info was omitted/corrupt function quests.register_quest(questname, quest) if quests.registered_quests[questname] ~= nil then return false -- The quest was not registered since there's already a quest with that name end quests.registered_quests[questname] = { title = quest.title or S("missing title"), description = quest.description or S("missing description"), icon = quest.icon or "quests_default_quest_icon.png", startcallback = quest.startcallback or empty_callback, autoaccept = not(quest.autoaccept == false), completecallback = quest.completecallback or empty_callback, abortcallback = quest.abortcallback or empty_callback, repeating = quest.repeating or 0 } local new_quest = quests.registered_quests[questname] if quest.max ~= nil then -- Simple quest new_quest.max = quest.max or 1 new_quest.simple = true else if quest.tasks == nil or type(quest.tasks) ~= "table" then quests.registered_quests[questname] = nil return false, "No quest.max defined but no tasks either" end new_quest.tasks = {} local tcount = 0 for tname, task in pairs(quest.tasks) do if tname ~= "metadata" and tname ~= "finished" and tname ~= "value" then new_quest.tasks[tname] = { title = task.title or S("missing title"), description = task.description or S("missing description"), icon = task.icon or "quests_default_quest_icon.png", max = task.max or 1, requires = task.requires, availablecallback = task.availablecallback or empty_callback, disables_on = task.disables_on, disablecallback = task.disablecallback or empty_callback, completecallback = task.completecallback or empty_callback } tcount = tcount + 1 end end if tcount == 0 then -- No tasks! quests.registered_quests[questname] = nil return false, "No quest.max defined but no *valid* tasks either" end end return true end --- Starts a quest for a specified player. -- @param playername Name of the player -- @param questname Name of the quest, which was registered with @{quests.register_quest} -- @param metadata Optional additional data -- @return `false` on failure -- @return `true` if the quest was started function quests.start_quest(playername, questname, metadata) local quest = quests.registered_quests[questname] if quest == nil then return false end if quests.active_quests[playername] == nil then quests.active_quests[playername] = {} end if quests.active_quests[playername][questname] ~= nil then return false -- the player already has this quest end if quest.simple then quests.active_quests[playername][questname] = {value = 0, metadata = metadata, finished = false} else quests.active_quests[playername][questname] = {metadata = metadata} for tname, task in pairs(quest.tasks) do quests.active_quests[playername][questname][tname] = { value = 0, visible = false, disabled = false, finished = false } end compute_tasks(playername, questname) end quests.update_hud(playername) quests.show_message("new", playername, S("New quest:") .. " " .. quest.title) return true end local function check_active_quest(playername, questname) return not( playername == nil or questname == nil or quests.registered_quests[questname] == nil or -- Quest doesn't exist quests.active_quests[playername] == nil or -- Player has no data quests.active_quests[playername][questname] == nil -- Quest isn't active ) end local function check_active_quest_task(playername, questname, taskname) return not( taskname == nil or not check_active_quest(playername, questname) or quests.registered_quests[questname].simple or -- Quest is simple (i.e. no tasks) quests.registered_quests[questname].tasks == nil or -- Who knows? Avoid crash. quests.registered_quests[questname].tasks[taskname] == nil or -- No such task quests.active_quests[playername][questname][taskname] == nil -- Player quest data has no such task ) end --- Updates a *simple* quest's status. -- Calls the quest's `completecallback` if autoaccept is `true` and the quest reaches its max value. -- Has no effect on tasked quests. -- @param playername Name of the player -- @param questname Quest which gets updated -- @param value Value to add to the quest's progress (can be negative) -- @return `true` if the quest is finished -- @return `false` if the quest continues -- @return `nil` if there is no such quest, it is a tasked or non-active one, or no value was given -- @see quests.update_quest_task function quests.update_quest(playername, questname, value) if not check_active_quest(playername, questname) or not quests.registered_quests[questname].simple or value == nil then return nil end local plr_quest = quests.active_quests[playername][questname] if plr_quest.finished then return true -- The quest is already finished end local quest = quests.registered_quests[questname] plr_quest.value = plr_quest.value + value if plr_quest.value >= quest.max then plr_quest.value = quest.max if quest.autoaccept then quest.completecallback(playername, questname, plr_quest.metadata) quests.accept_quest(playername,questname) quests.update_hud(playername) end return true -- the quest is finished end quests.update_hud(playername) return false -- the quest continues end --- Get a *simple* quest's progress. -- @param playername Name of the player -- @param questname Quest to get the progress value from -- @return `number` of the progress -- @return `nil` if there is no such quest, it is a tasked or non-active one -- @see quests.get_task_progress function quests.get_quest_progress(playername, questname) if not check_active_quest(playername, questname) or not quests.registered_quests[questname].simple then return nil end local plr_quest = quests.active_quests[playername][questname] if plr_quest.finished then return nil end return plr_quest.value end --- Updates a *tasked* quest task's status. -- Calls the quest's `completecallback` if autoaccept is `true` and all the quest's visible -- and non-disabled tasks reaches their max value. -- Also calls the task's `completecallback` it it gets completed. -- Has no effect on simple quests. -- @param playername Name of the player -- @param questname Quest which gets updated -- @param taskname Task to update -- @param value Value to add to the task's progress (can be negative) -- @return `true` if the task is finished -- @return `false` if it continues -- @return `nil` if there is no such quest/task, is a simple or non-active quest, or no value was given -- @see quests.update_quest function quests.update_quest_task(playername, questname, taskname, value) if not check_active_quest_task(playername, questname, taskname) or value == nil then return nil end local plr_quest = quests.active_quests[playername][questname] local plr_task = plr_quest[taskname] if plr_task.finished then return true -- The task is already finished end local quest = quests.registered_quests[questname] local task = quest.tasks[taskname] local task_finished = false plr_task.value = plr_task.value + value if plr_task.value >= task.max then plr_task.value = task.max plr_task.finished = true task.completecallback(playername, questname, taskname, quest.metadata) task_finished = true end compute_tasks(playername, questname) -- Check for quest completion local all_tasks_finished = true for taskname, task in pairs(quest.tasks) do local plr_task = plr_quest[taskname] if plr_task.visible and not plr_task.disabled and not plr_task.finished then all_tasks_finished = false end end if all_tasks_finished then if quest.autoaccept then quest.completecallback(playername, questname, plr_quest.metadata) quests.accept_quest(playername,questname) quests.update_hud(playername) end -- If the update of this task ends the quest, it consequently *is* finished. return true end quests.update_hud(playername) return task_finished end --- Get a task's progress. -- Returns the max progress value possible for the given task if it is complete. -- @param playername Name of the player -- @param questname Quest the task belongs to -- @param taskname Task to get the progress value from -- @return `number` of the progress -- @return `false` if the task has been disabled by another -- @return `nil` if there is no such quest/task, or is a simple or non-active quest -- @see quests.get_quest_progress function quests.get_task_progress(playername, questname, taskname) if not not check_active_quest_task(playername, questname, taskname) then return nil end local plr_quest = quests.active_quests[playername][questname] if plr_quest.finished then return nil end local plr_task = plr_quest[taskname] if not plr_task then return nil end if plr_task.disabled then return false end return plr_task.value end --- Checks if a quest's task is visible to the player. -- @param playername Name of the player -- @param questname Quest which contains the task -- @param taskname Task to check visibility -- @return `true` if the task is visible -- @return `false` if it is not -- @return `nil` if the quest/task doesn't exist, is simple or isn't active function quests.is_task_visible(playername, questname, taskname) if not check_active_quest_task(playername, questname, taskname) then return nil end return quests.active_quests[playername][questname][taskname].visible end --- Checks if a quest's task is disabled to the player. -- @param playername Name of the player -- @param questname Quest which contains the task -- @param taskname Task to check if it is disabled -- @return `true` if the task is disabled -- @return `false` if it is not -- @return `nil` if the quest/task doesn't exist, is simple or isn't active function quests.is_task_disabled(playername, questname, taskname) if not check_active_quest_task(playername, questname, taskname) then return nil end return quests.active_quests[playername][questname][taskname].disabled end --- Gets the number of active (visible & non-disabled) tasks, and how many of them are completed -- @param playername Name of the player -- @param questname Quest name -- @return `number, number` pair, where the first is the number of active tasks, and the second how many of them are completed -- @return `nil` if the quest doesn't exist, is simple or isn't active function quests.get_active_tasks_stats(playername, questname) if not check_active_quest(playername, questname) or quests.registered_quests[questname].simple then return nil end local plr_quest = quests.active_quests[playername][questname] local active_tasks = 0 local completed_active = 0 for taskname, _ in pairs(quests.registered_quests[questname].tasks) do local plr_task = plr_quest[taskname] if plr_task.visible and not plr_task.disabled then active_tasks = active_tasks + 1 if plr_task.finished then completed_active = completed_active + 1 end end end return active_tasks, completed_active end --- Gets number of seconds before a quest can be done again. -- @param playername Player's name -- @param questname Quest name -- @return `number` of seconds before quests becomes available -- @return `nil` if the quest isn't repeating function quests.quest_restarting_in(playername, questname) if quests.info_quests[playername] and quests.info_quests[playername][questname] and quests.info_quests[playername][questname].restart_tstamp then return quests.info_quests[playername][questname].restart_tstamp - os.time() end return nil end local function restart_periodic_quest(playername, questname) quests.start_quest(playername, questname) if quests.info_quests[playername] and quests.info_quests[playername][questname] then quests.info_quests[playername][questname].restart_tstamp = nil end end local function start_repeating_timer(playername, questname) local delay = quests.quest_restarting_in(playername, questname) if delay ~= nil then minetest.after(delay, restart_periodic_quest, playername, questname) end end local function start_all_repeating_timers(playername) local qinfos = quests.info_quests[playername] if qinfos then for questname, qinfo in pairs(qinfos) do if qinfo.restart_tstamp then start_repeating_timer(playername, questname) end end end end -- Restart all stopped repeating quests' timers for playername, _ in pairs(quests.info_quests) do start_all_repeating_timers(playername) end local function handle_quest_end(playername, questname) local quest = quests.registered_quests[questname] if quest.repeating ~= 0 then quests.info_quests[playername] = quests.info_quests[playername] or {} quests.info_quests[playername][questname] = quests.info_quests[playername][questname] or {} local qinfo = quests.info_quests[playername][questname] qinfo.restart_tstamp = os.time() + quest.repeating start_repeating_timer(playername, questname) end end --- Confirms quest completion and ends it. -- When the mod handles the end of quests himself, e.g. you have to talk to somebody to finish the quest, -- you have to call this method to end a quest -- @param playername Player's name -- @param questname Quest name -- @return `true` when the quest is completed -- @return `false` when an error occured (the quest is still ongoing if it was) function quests.accept_quest(playername, questname) if check_active_quest(playername, questname) and not quests.active_quests[playername][questname].finished then if quests.successfull_quests[playername] == nil then quests.successfull_quests[playername] = {} end if quests.successfull_quests[playername][questname] ~= nil then quests.successfull_quests[playername][questname].count = quests.successfull_quests[playername][questname].count + 1 else quests.successfull_quests[playername][questname] = {count = 1} end quests.active_quests[playername][questname].finished = true if quests.hud[playername].list ~= nil then -- nil when HUD is hidden for _,quest in ipairs(quests.hud[playername].list) do if quest.name == questname then local player = minetest.get_player_by_name(playername) player:hud_change(quest.id, "number", quests.colors.success) end end end handle_quest_end(playername, questname) quests.show_message("success", playername, S("Quest completed:") .. " " .. quests.registered_quests[questname].title) minetest.after(3, function(playername, questname) quests.active_quests[playername][questname] = nil quests.update_hud(playername) end, playername, questname) return true -- the quest is finished, the mod can give a reward end return false -- the quest hasn't finished end --- Aborts a quest. -- Call this method when you want to end a quest even when it was not finished. -- Example: the player failed. -- @param playername Player's name -- @param questname Quest name -- @return `true` when the quest was aborted -- @return `false` if there was an error (quest not aborted) function quests.abort_quest(playername, questname) if not check_active_quest(playername, questname) then return false end if quests.failed_quests[playername] == nil then quests.failed_quests[playername] = {} end if quests.failed_quests[playername][questname] ~= nil then quests.failed_quests[playername][questname].count = quests.failed_quests[playername][questname].count + 1 else quests.failed_quests[playername][questname] = { count = 1 } end quests.active_quests[playername][questname].finished = true if quests.hud[playername].list ~= nil then -- nil when HUD is hidden for _,quest in ipairs(quests.hud[playername].list) do if quest.name == questname then local player = minetest.get_player_by_name(playername) player:hud_change(quest.id, "number", quests.colors.failed) end end end local quest = quests.registered_quests[questname] quest.abortcallback(playername, questname, quests.active_quests[playername][questname].metadata) handle_quest_end(playername, questname) quests.show_message("failed", playername, S("Quest failed:") .. " " .. quest.title) minetest.after(3, function(playername, questname) quests.active_quests[playername][questname] = nil quests.update_hud(playername) end, playername, questname) return true end --- Set quest HUD visibility. -- @param playername Player's name -- @param questname Quest name -- @param visible `bool` indicating if the quest should be visible -- @see quests.get_quest_hud_visibility function quests.set_quest_hud_visibility(playername, questname, visible) if not check_active_quest(playername, questname) then return end quests.info_quests[playername] = quests.info_quests[playername] or {} quests.info_quests[playername][questname] = quests.info_quests[playername][questname] or {} quests.info_quests[playername][questname].hide_from_hud = not visible quests.update_hud(playername) end --- Get quest HUD visibility. -- @param playername Player's name -- @param questname Quest name -- @return `bool`: quest HUD visibility -- @see quests.set_quest_hud_visibility function quests.get_quest_hud_visibility(playername, questname) if not check_active_quest(playername, questname) then return false end local plr_qinfos = quests.info_quests[playername] return not(plr_qinfos and plr_qinfos[questname] and plr_qinfos[questname].hide_from_hud) end --- Get quest metadata. -- @return Metadata of the quest, `nil` if there is none -- @return `nil, false` if the quest doesn't exist or isn't active -- @see quests.set_metadata function quests.get_metadata(playername, questname) if not check_active_quest(playername, questname) then return nil, false end return quests.active_quests[playername][questname].metadata end --- Set quest metadata. -- @return `false` if the quest doesn't exist or isn't active -- @return `nil` otherwise -- @see quests.get_metadata function quests.set_metadata(playername, questname, metadata) if not check_active_quest(playername, questname) then return false end quests.active_quests[playername][questname].metadata = metadata end