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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:
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
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
placed 10 nodes of any type:
case the key is the value of the `node` field.
If you leave out 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 placed 10
nodes of any type:
```lua
awards.register_award("mymod:award", {
@ -125,6 +126,10 @@ awards.register_trigger("foo", {
type = "custom",
progress = "@1/@2 foos",
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()
@ -168,7 +173,9 @@ end
# 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)
* `description` - longer description of the award, displayed in Awards tab
* `difficulty` - see [Award Difficulty](#award-difficulty).
@ -182,23 +189,44 @@ end
* `background` - the background image, use default otherwise.
* `trigger` - trigger definition, see [Builtin Trigger Types](#builtin-trigger-types).
* `on_unlock(name, def)` - callback on unlock.
* awards.register_trigger(name, def), the def table has the following fields:
* `type` - see [Trigger Types](#trigger-types).
* `awards.registered_awards` - table of award name to definition.
* `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".
* `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:
* `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.
* `key_is_item` - true if the key is an item name. On notify(),
any watched groups will also be notified as `group:groupname` keys.
* awards.register_on_unlock(func(name, def))
* 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
* `awards.registered_triggers` - table of trigger name to definition.
## Builtin Trigger Types