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quests/core.lua

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-- 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
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-- registers a quest for later use
--
-- questname is the name of the quest to identify it later
-- it should follow the naming conventions: "modname:questname"
-- quest is a table in the following format
-- {
-- title, -- is shown to the player and should contain usefull information about the quest.
-- description, -- a small description of the mod.
-- max, -- is the desired maximum. If max is 1, no maximum is displayed. defaults to 1
-- autoaccept, -- is true or false, wether the result of the quest should be dealt by this mode or the registering mod.
-- callback -- when autoaccept is true, at the end of the quest, it gets removed and callback is called.
-- }
--
-- returns true, when the quest was successfully registered
-- returns falls, when there was already such a quest
function quests.register_quest(questname, quest)
if (quests.registered_quests[questname] ~= nil) then
return false -- The quest was not registered since there already a quest with that name
end
quests.registered_quests[questname] =
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{ title = quest.title or S("missing title"),
description = quest.description or S("missing description"),
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max = quest.max or 1,
autoaccept = quest.autoaccept or false,
callback = quest.callback, }
return true
end
-- starts a quest for a specified player
--
-- playername - the name of the player
-- questname - the name of the quest, which was registered with quests.register_quest
--
-- returns false on failure
-- returns true if the quest was started
function quests.start_quest(playername, questname)
if (quests.registered_quests[questname] == 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 has already this quest
end
quests.active_quests[playername][questname] = {value = 0}
quests.update_hud(playername)
return true
end
-- when something happens that has effect on a quest, a mod should call this method
-- playername is the name of the player
-- questname is the quest which gets updated
-- the quest gets updated by value
-- this method calls a previously specified callback if autoaccept is true
-- returns true if the quest is finished
-- returns false if there is no such quest or the quest continues
function quests.update_quest(playername, questname, value)
if (quests.active_quests[playername] == nil) then
quests.active_quests[playername] = {}
end
if (quests.active_quests[playername][questname] == nil) then
return false -- there is no such quest
end
if (quests.active_quests[playername][questname].finished) then
return false -- the quest is already finished
end
if (value == nil) then
return false -- no value given
end
quests.active_quests[playername][questname]["value"] = quests.active_quests[playername][questname]["value"] + value
if (quests.active_quests[playername][questname]["value"] >= quests.registered_quests[questname]["max"]) then
quests.active_quests[playername][questname]["value"] = quests.registered_quests[questname]["max"]
if (quests.registered_quests[questname]["autoaccept"]) then
if (quests.registered_quests[questname]["callback"] ~= nil) then
quests.registered_quests[questname]["callback"](playername, questname)
end
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
-- When the mod handels 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
-- returns true, when the quest is completed
-- returns false, when the quest is still ongoing
function quests.accept_quest(playername, questname)
if (quests.active_quests[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
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", 0x00AD00)
end
end
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minetest.after(3, function(playername, questname)
quests.active_quests[playername][questname] = nil
quests.update_hud(playername)
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end, playername, questname)
return true -- the quest is finished, the mod can give a reward
end
return false -- the quest hasn't finished
end
-- call this method, when you want to end a quest even when it was not finished
-- example: the player failed
--
-- returns false if the quest was not aborted
-- returns true when the quest was aborted
function quests.abort_quest(playername, questname)
if (questname == nil) then
return false
end
if (quests.failed_quests[playername] == nil) then
quests.failed_quests[playername] = {}
end
if (quests.active_quests[playername][questname] == nil) then
return false
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
for _,quest in ipairs(quests.hud[playername].list) do
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if (quest.name == questname) then
local player = minetest.get_player_by_name(playername)
player:hud_change(quest.id, "number", 0xAD0000)
end
end
minetest.after(3, function(playername, questname)
quests.active_quests[playername][questname] = nil
quests.update_hud(playername)
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end, playername, questname)
end