# Awards Adds awards/achievements to Minetest (plus a very good API). by [rubenwardy](https://rubenwardy.com), licensed under MIT. With thanks to Wuzzy, kaeza, and MrIbby. Majority of awards are back ported from Calinou's old fork in Carbone, under same license. # Introduction ## Awards and Triggers An award is a single unlockable unit, registered like so: ```lua awards.register_award("mymod:award", { description = "My Example Award", }) ``` 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: ```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: ```lua awards.register_award("mymod:award", { description = "Place 10 nodes!", trigger = { type = "place", target = 10, }, }) ``` You can also register an *Unlock Function*, which can return the name of an award to unlock it: ```lua awards.register_award("mymod:award", { title = "Lava Miner", description = "Mine any block while being very close to lava.", }) 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) ``` 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. ## Trigger Types 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). 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" }, }) 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) ``` A trigger type has a type as well, which determines how the data is stored and also how the trigger is fulfilled. **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, joins, and the like. * **counted_key** stores a table of counters each indexed by a key. There is also a total field (`__total`) which stores the sum of all counters. A counter is incremented by calling `trigger:notify(player, key)`. This is good for things like placing nodes or crafting items, where the key will be the item or node name. 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", 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() 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 Difficulty is used to determine how awards are sorted in awards lists. 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. 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 * `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). * `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) * `sound` - `SimpleSoundSpec` table to play on unlock. `false` to disable unlock sound. * `icon` - the icon image. Defaults to `awards_unknown.png`. * `hud_background` - the background image used in the HUD to contain the text and icon. Defaults to `awards_bg_default.png`. * `trigger` - trigger definition, see [Builtin Trigger Types](#builtin-trigger-types). * `on_unlock(name, def)` - callback on unlock. * `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 from appearing. * `awards.unlock(player_name, award_name)` * gives an award to a player * `awards.get_award_states(player_name)` * Returns list of tables, sorted by `score`, each having the fields: ```lua { 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 -- Will be nil if progress is indeterminable or -- if the award is unlocked 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(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.registered_triggers` - table of trigger name to definition. ## Builtin Trigger Types 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. * reason: the death reason, one of the types in PlayerHPChangeReason (see lua_api.txt) or nil for total deaths. * chat type: Write a chat message. * join type: Join the server. * 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 ### dig ```lua trigger = { type = "dig", node = "default:dirt", -- item, alias, or group target = 50, } ``` ### place ```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 target = 50, } ``` ### death ```lua trigger = { type = "death", reason = "fall", target = 5, } ``` ### chat ```lua trigger = { type = "chat", target = 100, } ``` ### join ```lua trigger = { type = "join", target = 100, } ``` ### eat ```lua trigger = { type = "eat", item = "default:apple", target = 100, } ```