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awards/api.lua

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-- AWARDS
-- by Rubenwardy, CC-BY-SA
-------------------------------------------------------
-- this is api function file
-------------------------------------------------------
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-- The global award namespace
awards = {}
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-- Table Save Load Functions
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function awards.save()
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local file = io.open(minetest.get_worldpath().."/awards.txt", "w")
if file then
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file:write(minetest.serialize(awards.players))
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file:close()
end
end
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function awards.load()
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local file = io.open(minetest.get_worldpath().."/awards.txt", "r")
if file then
local table = minetest.deserialize(file:read("*all"))
if type(table) == "table" then
return table
end
end
return {}
end
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awards.players = awards.load()
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function awards.player(name)
return awards.players[player]
end
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-- A table of award definitions
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awards.def = {}
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function awards.tbv(tb,value,default)
if not default then
default = {}
end
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if not tb or type(tb) ~= "table" then
print("Table is null, or not a table!")
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return
end
if not tb[value] then
tb[value] = default
end
end
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-- Load files
dofile(minetest.get_modpath("awards").."/triggers.lua")
dofile(minetest.get_modpath("awards").."/config.txt")
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-- API Functions
function awards.register_achievement(name,data_table)
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-- see if a trigger is defined in the achievement definition
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if data_table.trigger and data_table.trigger.type then
if data_table.trigger.type=="dig" then
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local tmp={
award=name,
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node=data_table.trigger.node,
target=data_table.trigger.target,
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}
table.insert(awards.onDig,tmp)
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elseif data_table.trigger.type=="place" then
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local tmp={
award=name,
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node=data_table.trigger.node,
target=data_table.trigger.target,
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}
table.insert(awards.onPlace,tmp)
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elseif data_table.trigger.type=="death" then
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local tmp={
award=name,
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target=data_table.trigger.target,
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}
table.insert(awards.onDeath,tmp)
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end
end
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-- check icon, background and custom_announce data
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if data_table.icon == nil or data_table.icon == "" then
data_table.icon = "unknown.png"
end
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if data_table.background == nil or data_table.background == "" then
data_table.background = "bg_default.png"
end
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if data_table.custom_announce == nil or data_table.custom_announce == "" then
data_table.custom_announce = "Achievement Unlocked:"
end
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-- add the achievement to the definition table
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awards.def[name] = data_table
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end
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-- this function adds a trigger function or table to the ondig table
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function awards.register_onDig(func)
table.insert(awards.onDig,func);
end
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-- this function adds a trigger function or table to the ondig table
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function awards.register_onPlace(func)
table.insert(awards.onPlace,func);
end
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-- this function adds a trigger function or table to the ondeath table
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function awards.register_onDeath(func)
table.insert(awards.onDeath,func);
end
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-- This function is called whenever a target condition is met.
-- It checks if a player already has that achievement, and if they do not,
-- it gives it to them
----------------------------------------------
--awards.give_achievement(name,award)
-- name - the name of the player
-- award - the name of the award to give
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function awards.give_achievement(name,award)
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-- Access Player Data
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local data=awards.players[name]
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-- Perform checks
if not data then
return
end
if not awards.def[award] then
return
end
awards.tbv(data,"unlocked")
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-- check to see if the player does not already have that achievement
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if not data.unlocked[award] or data.unlocked[award]~=award then
-- Set award flag
data.unlocked[award]=award
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-- Get data from definition tables
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local title = award
local desc = ""
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local background = ""
local icon = ""
local custom_announce = ""
if awards.def[award].title then
title = awards.def[award].title
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end
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if awards.def[award].custom_announce then
custom_announce = awards.def[award].custom_announce
end
if awards.def[award].background then
background = awards.def[award].background
end
if awards.def[award].icon then
icon = awards.def[award].icon
end
if awards.def[award] and awards.def[award].description then
desc = awards.def[award].description
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end
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-- send the won award message to the player
if Use_Formspec == true then
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-- use a formspec to send it
minetest.show_formspec(name, "achievements:unlocked", "size[4,2]"..
"image_button_exit[0,0;4,2;"..background..";close1; ]"..
"image_button_exit[0.2,0.8;1,1;"..icon..";close2; ]"..
"label[1.1,1;"..title.."]"..
"label[0.3,0.1;"..custom_announce.."]")
else
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-- use the chat console to send it
minetest.chat_send_player(name, "Achievement Unlocked: "..title)
if desc~="" then
minetest.chat_send_player(name, desc)
end
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end
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-- record this in the log
print(name.." Has unlocked"..title..".")
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-- save playertable
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awards.save()
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end
end
-- List a player's achievements
minetest.register_chatcommand("list_awards", {
params = "",
description = "list_awards: list your awards",
func = function(name, param)
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if not awards.players[name] or not awards.players[name].unlocked then
minetest.chat_send_player(name, "You do not have any awards")
return
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end
minetest.chat_send_player(name, name.."'s awards:")
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for _, str in pairs(awards.players[name].unlocked) do
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minetest.chat_send_player(name, str);
end
end,
})