awards/README.md

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# Awards
Adds awards/achievements to Minetest (plus a very good API).
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by [rubenwardy](https://rubenwardy.com), licensed under MIT.
With thanks to Wuzzy, kaeza, and MrIbby.
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Majority of awards are back ported from Calinou's old fork in Carbone, under same license.
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# Introduction
## Awards and Triggers
An award is a single unlockable unit, registered like so:
```lua
awards.register_award("mymod:award", {
description = "My Example Award",
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})
```
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Awards are unlocked either using `awards.unlock()` or by a trigger being
fullfilled. A trigger is a condition which unlocks an award. Triggers are
registered at the same time as an award is registered:
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```lua
awards.register_award("mymod:award", {
description = "My Example Award",
trigger = {
type = "dig",
node = "default:stone",
target = 10,
},
})
```
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:
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```lua
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awards.register_award("mymod:award", {
description = "Place 10 nodes!",
trigger = {
type = "place",
target = 10,
},
})
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```
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You can also register an *Unlock Function*, which can return the name of an
award to unlock it:
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```lua
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awards.register_award("mymod:award", {
title = "Lava Miner",
description = "Mine any block while being very close to lava.",
})
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awards.register_on_dig(function(player, data)
local pos = player:get_pos()
if pos and (minetest.find_node_near(pos, 1, "default:lava_source") or
minetest.find_node_near(pos, 1, "default:lava_flowing")) then
return "mymod:award"
end
return nil
end)
```
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The above is a bad example as you don't actually need the stats data given.
It would be better to register a `dignode` callback and call `awards.unlock()`
if the condition is met.
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## Trigger Types
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The trigger type is used to determine which event will cause the trigger will be
fulfilled. The awards mod comes with a number of predefined types, documented
in [Builtin Trigger Types](#builtin-trigger-types).
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Trigger types are registered like so:
```lua
awards.register_trigger("chat", {
type = "counted",
progress = "@1/@2 chat messages",
auto_description = { "Send a chat message", "Chat @1 times" },
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})
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minetest.register_on_chat_message(function(name, message)
local player = minetest.get_player_by_name(name)
if not player or string.find(message, "/") then
return
end
awards.notify_chat(player)
end)
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```
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A trigger type has a type as well, which determines how the data is stored and
also how the trigger is fulfilled.
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**Trigger Type Types:**
* **custom** requires you handle the calling of awards.unlock() yourself. You also
need to implement on_register() yourself. You'll also probably want to implement
`on_register()` to catch awards registered with your trigger type.
* **counted** stores a single counter for each player which is incremented by calling
`trigger:notify(player)`. Good for homogenous actions like number of chat messages,
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joins, and the like.
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* **counted_key** stores a table of counters each indexed by a key. There is also
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a total field (`__total`) which stores the sum of all counters. A counter is
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incremented by calling `trigger:notify(player, key)`. This is good for things like
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placing nodes or crafting items, where the key will be the item or node name.
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If `key` is an item, then you should also add `key_is_item = true` to the
trigger type definition.
As said, you could use a custom trigger if none of the other ones match your needs.
Here's an example.
```lua
awards.register_trigger("foo", {
type = "custom",
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progress = "@1/@2 foos",
auto_description = { "Do a foo", "Foo @1 times" },
})
minetest.register_on_foo(function()
for _, trigger in pairs(awards.on.foo) do
-- trigger is either a trigger tables or
-- or an unlock function.
-- some complex logic
if condition then
awards.unlock(trigger)
end
end
end)
```
## Award Difficulty
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Difficulty is used to determine how awards are sorted in awards lists.
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If the award trigger is counted, ie: the trigger requires a `target` property,
then the difficulty multipler is timesd by `target` to get the overall difficulty.
If the award isn't a counted type then the difficulty multiplier is used as the
overal difficulty. Award difficulty affects how awards are sorted in a list -
more difficult awards are further down the list.
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In real terms, `difficulty` is a relative difficulty to do one unit of the trigger
if its counted, otherwise it's the relative difficulty of completely doing the
award (if not-counted). For the `dig` trigger type, 1 unit would be 1 node dug.
Actual code used to calculate award difficulty:
```lua
local difficulty = def.difficulty or 1
if def.trigger and def.trigger.target then
difficulty = difficulty * def.trigger.target
end
```
# API
* 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
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* `difficulty` - see [Award Difficulty](#award-difficulty).
* `requires` - list of awards that need to be unlocked before this one
is visible.
* `prizes` - list of items to give when you earn the award
* `secret` - boolean if this award is secret (i.e. showed on awards list)
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* `sound` - `SimpleSoundSpec` table to play on unlock.
`false` to disable unlock sound.
* `icon` - the icon image, use default otherwise.
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* `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).
* `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.
* "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.
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* 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
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## Builtin Trigger Types
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Callbacks (register a function to be run)
* dig type: Dig a node.
* node: the dug node type. If nil, all dug nodes are counted
* place type: Place a node.
* node: the placed node type. If nil, all placed nodes are counted
* craft type: Craft something.
* item: the crafted item type. If nil, all crafted items are counted
* death type: Die.
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* reason: the death reason, one of the types in PlayerHPChangeReason (see lua_api.txt)
or nil for total deaths.
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* chat type: Write a chat message.
* join type: Join the server.
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* eat type: Eat an item.
* item: the eaten item type. If nil, all eaten items are counted
(for all types) target - how many times to dig/place/craft/etc.
Each type has a register function like so:
* awards.register_on_TRIGGERTYPE(func(player, data))
* data is the player stats data
* return award name or null
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### dig
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```lua
trigger = {
type = "dig",
node = "default:dirt", -- item, alias, or group
target = 50,
}
```
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### place
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```lua
trigger = {
type = "place",
node = "default:dirt", -- item, alias, or group
target = 50,
}
```
### craft
```lua
trigger = {
type = "craft",
item = "default:dirt", -- item, alias, or group
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target = 50,
}
```
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### death
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```lua
trigger = {
type = "death",
reason = "fall",
target = 5,
}
```
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### chat
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```lua
trigger = {
type = "chat",
target = 100,
}
```
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### join
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```lua
trigger = {
type = "join",
target = 100,
}
```
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### eat
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```lua
trigger = {
type = "eat",
item = "default:apple",
target = 100,
}
```