Convert comment to markup-LDoc format, update them to the new tasked quests definition
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@ -1,4 +1,4 @@
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if (cmsg) then
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if rawget(_G, "cmsg") then
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function quests.show_message(t, playername, text)
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if (quests.hud[playername].central_message_enabled) then
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local player = minetest.get_player_by_name(playername)
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311
core.lua
311
core.lua
@ -1,3 +1,6 @@
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--- Quests core.
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-- @module core
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-- Boilerplate to support localized strings if intllib mod is installed.
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local S
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if minetest.get_modpath("intllib") then
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@ -6,91 +9,181 @@ else
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-- If you don't use insertions (@1, @2, etc) you can use this:
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S = function(s) return s end
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end
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local empty_callback = function(...) end
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-- registers a quest for later use
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--- Registers a quest for later use.
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-- There are two types of quests: simple and tasked.
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--
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-- questname is the name of the quest to identify it later
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-- it should follow the naming conventions: "modname:questname"
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-- quest is a table in the following format
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-- {
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-- title, -- is shown to the player and should contain usefull information about the quest.
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-- description, -- a small description of the mod.
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-- max, -- is the desired maximum. If max is 1, no maximum is displayed. defaults to 1
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-- autoaccept, -- is true or false, wether the result of the quest should be dealt by this mode or the registering mod.
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-- callback -- when autoaccept is true, at the end of the quest, it gets removed and callback is called.
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-- -- function(playername, questname, metadata)
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-- }
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-- * Simple quests are made of a single objective
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-- * Taked quests are made of tasks, allowing simultaneous progress
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-- within the quest as well as branching quest objectives
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--
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-- returns true, when the quest was successfully registered
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-- returns falls, when there was already such a quest
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-- Both quest types are defined by a table, and they share common information:
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-- {
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-- title, -- Self-explanatory. Should describe the objective for simple quests.
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-- description, -- Description/lore of the quest
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-- icon, -- Texture name of the quest's icon. If missing, a default icon is used.
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-- startcallback, -- Called upon quest start. function(playername, questname, metadata)
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-- autoaccept, -- If true, quest automatically becomes completed if its progress reaches the max.
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-- endcallback, -- If autoaccept is true, gets called at the end of the quest.
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-- -- function(playername, questname, metadata)
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-- abortcallback, -- Called when a player cancels the quest. function(playername, questname, metadata)
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-- periodicity -- Delay in seconds before the quest becomes available again. If nil or 0, doesn't restart.
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-- }
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--
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-- In addition, simple quests have a number-type `max` element indicating the max progress of the quest.
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-- As for tasked quests, they have a table-type `tasks` element which value is like this:
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-- tasks = {
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-- start = {
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-- title,
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-- description,
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-- icon,
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-- max -- Max task progress
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-- },
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-- another_task = {
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-- [...],
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--
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-- requires = {"start"},
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-- -- Table of task names which one must be completed for this task to unlock.
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-- -- To to task completion groups (i.e. where ALL must be compileted), pass said names in a (sub)table.
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--
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-- availablecallback,
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-- -- Called when the task becomes available.
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-- -- function(playername, questname, metadata, taskname, enablingtaskname)
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-- -- enablingtaskname is a string or a table of strings, depending on the condition that unlocked the task
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-- }
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-- something = {
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-- [...],
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-- requires = {"start"},
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--
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-- disables_on = {"another_task"},
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-- -- Same as `requires`, but *disables* the task (it then does not count towards quest completion)
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--
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-- disablecallback,
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-- -- Called when the task becomes disabled.
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-- -- function(playername, questname, metadata, taskname, disablingtaskname)
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-- -- disablingtaskname is a string or a table of strings, depending on the condition that locked the task
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-- }
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-- }
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-- In this previous example the 2 last tasks enables once the `start` one is completed, and the
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-- last one disables upon `another_task` completion, effectively making it optional if one
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-- completes `another_task` before it.
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-- @param questname Name of the quest. Should follow the naming conventions: `modname:questname`
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-- @param quest Quest definition `table`
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-- @return `true` when the quest was successfully registered
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-- @return `false` when there was already such a quest, or if mandatory info was omitted/corrupt
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function quests.register_quest(questname, quest)
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if (quests.registered_quests[questname] ~= nil) then
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return false -- The quest was not registered since there already a quest with that name
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end
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quests.registered_quests[questname] =
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{ title = quest.title or S("missing title"),
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description = quest.description or S("missing description"),
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max = quest.max or 1,
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autoaccept = quest.autoaccept or false,
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callback = quest.callback, }
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quests.registered_quests[questname] = {
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title = quest.title or S("missing title"),
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description = quest.description or S("missing description"),
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icon = quest.icon or "quests_default_quest_icon.png",
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startcallback = quest.startcallback or empty_callback,
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autoaccept = quest.autoaccept or false,
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callback = quest.callback or empty_callback,
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endcallback = quest.endcallback or empty_callback,
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abortcallback = quest.abortcallback or empty_callback,
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periodicity = quest.periodicity or 0
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}
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local new_quest = quests.registered_quests[questname]
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if quest.max ~= nil then -- Simple quest
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new_quest.max = quest.max or 1
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new_quest.simple = true
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else
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if quest.tasks == nil or type(quests.task) ~= "table" then
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quests.registered_quests[questname] = nil
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return false
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end
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new_quest.tasks = {}
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local tcount = 0
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for tname, task in pairs(quest.tasks) do
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new_quest.tasks[tname] = {
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title = quest.title or S("missing title"),
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description = quest.description or S("missing description"),
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icon = quest.icon or "quests_default_quest_icon.png",
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max = quest.max or 1,
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requires = quest.requires,
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availablecallback = quest.availablecallback or empty_callback,
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disables_on = quest.disables_on,
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disablecallback = quest.disablecallback or empty_callback
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}
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tcount = tcount + 1
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end
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if tcount == 0 then -- No tasks!
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quests.registered_quests[questname] = nil
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return false
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end
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end
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return true
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end
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-- starts a quest for a specified player
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--
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-- playername - the name of the player
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-- questname - the name of the quest, which was registered with quests.register_quest
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-- metadata - optional additional data
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--
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-- returns false on failure
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-- returns true if the quest was started
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--- Starts a quest for a specified player.
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-- @param playername Name of the player
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-- @param questname Name of the quest, which was registered with @{quests.register_quest}
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-- @param metadata Optional additional data
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-- @return `false` on failure
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-- @return `true` if the quest was started
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function quests.start_quest(playername, questname, metadata)
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if (quests.registered_quests[questname] == nil) then
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local quest = quests.registered_quests[questname]
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if quest == nil then
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return false
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end
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if (quests.active_quests[playername] == nil) then
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if quests.active_quests[playername] == nil then
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quests.active_quests[playername] = {}
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end
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if (quests.active_quests[playername][questname] ~= nil) then
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return false -- the player has already this quest
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if quests.active_quests[playername][questname] ~= nil then
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return false -- the player already has this quest
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end
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if quest.simple then
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quests.active_quests[playername][questname] = {value = 0, metadata = metadata}
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else
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quests.active_quests[playername][questname] = {metadata = metadata}
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end
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quests.active_quests[playername][questname] = {value = 0, metadata = metadata}
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quests.update_hud(playername)
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quests.show_message("new", playername, S("New quest:") .. " " .. quests.registered_quests[questname].title)
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quests.show_message("new", playername, S("New quest:") .. " " .. quest.title)
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return true
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end
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-- when something happens that has effect on a quest, a mod should call this method
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-- playername is the name of the player
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-- questname is the quest which gets updated
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-- the quest gets updated by value
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-- this method calls a previously specified callback if autoaccept is true
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--
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-- returns true if the quest is finished
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-- returns false if there is no such quest or the quest continues
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local function check_active_quest(playername, questname)
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return not(
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playername == nil or
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questname == nil or
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quests.registered_quests[questname] == nil or -- Quest doesn't exist
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quests.active_quests[playername] == nil or -- Player has no data
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quests.active_quests[playername][questname] == nil -- Quest isn't active
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)
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end
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--- Updates a *simple* quest's status.
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-- Calls the quest's `endcallback` if autoaccept is `true` and the quest reaches its max value.
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-- Has no effect on tasked quests.
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-- @param playername Name of the player
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-- @param questname Quest which gets updated
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-- @param value Value to add to the quest's progress (can be negative)
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-- @return `true` if the quest is finished
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-- @return `false` if there is no such quest, is a tasked one, or the quest continues
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-- @see quests.update_quest_task
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function quests.update_quest(playername, questname, value)
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if (quests.active_quests[playername] == nil) then
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quests.active_quests[playername] = {}
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if not check_active_quest(playername, questname) then
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return false -- There is no such quest or it isn't active
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end
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if (quests.active_quests[playername][questname] == nil) then
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return false -- there is no such quest
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if value == nil then
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return false -- No value given
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end
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if (quests.active_quests[playername][questname].finished) then
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return false -- the quest is already finished
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local plr_quest = quests.active_quests[playername][questname]
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if plr_quest.finished then
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return false -- The quest is already finished
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end
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if (value == nil) then
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return false -- no value given
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end
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quests.active_quests[playername][questname]["value"] = quests.active_quests[playername][questname]["value"] + value
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if (quests.active_quests[playername][questname]["value"] >= quests.registered_quests[questname]["max"]) then
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quests.active_quests[playername][questname]["value"] = quests.registered_quests[questname]["max"]
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if (quests.registered_quests[questname]["autoaccept"]) then
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if (quests.registered_quests[questname]["callback"] ~= nil) then
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quests.registered_quests[questname]["callback"](playername, questname,
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quests.active_quests[playername][questname].metadata)
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end
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local quest = quests.registered_quests[questname]
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plr_quest.value = plr_quest.value + value
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if plr_quest.value >= quest.max then
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plr_quest.value = quest.max
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if quest.autoaccept then
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quest.endcallback(playername, questname, plr_quest.metadata)
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quests.accept_quest(playername,questname)
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quests.update_hud(playername)
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end
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@ -100,16 +193,58 @@ function quests.update_quest(playername, questname, value)
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return false -- the quest continues
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end
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-- When the mod handels the end of quests himself, e.g. you have to talk to somebody to finish the quest,
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--- Updates a *tasked* quest task's status.
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-- Calls the quest's `endcallback` if autoaccept is `true` and all the quest's enabled
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-- tasks reaches their max value.
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-- Has no effect on simple quests.
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-- @param playername Name of the player
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-- @param questname Quest which gets updated
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-- @param taskname Task to update
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-- @param value Value to add to the task's progress (can be negative)
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-- @return `true` if the quest is finished
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-- @return `false` if there is no such quest, is a simple one, or the quest continues
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-- @see quests.update_quest
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function quests.update_quest_task(playername, questname, taskname, value)
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--[[
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if not check_active_quest(playername, questname) then
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return false -- There is no such quest or it isn't active
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end
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local quest = quests.registered_quests[questname]
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if taskname == nil or quest.tasks[taskname] == nil or value == nil then
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return false
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end
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local plr_quest = quests.active_quests[playername][questname]
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if plr_quest.finished then
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return false -- The quest is already finished
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end
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plr_quest.value = plr_quest.value + value
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if plr_quest.value >= quest.max then
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plr_quest.value = quest.max
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if quest.autoaccept then
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quest.endcallback(playername, questname, plr_quest.metadata)
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quests.accept_quest(playername,questname)
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quests.update_hud(playername)
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end
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return true -- the quest is finished
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end
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quests.update_hud(playername)
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return false -- the quest continues
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]]
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end
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--- Confirms quest completion and ends it.
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-- When the mod handles the end of quests himself, e.g. you have to talk to somebody to finish the quest,
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-- you have to call this method to end a quest
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-- returns true, when the quest is completed
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-- returns false, when the quest is still ongoing
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-- @param playername Player's name
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-- @param questname Quest name
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-- @return `true` when the quest is completed
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-- @return `false` when the quest is still ongoing
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function quests.accept_quest(playername, questname)
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if (quests.active_quests[playername][questname] and not quests.active_quests[playername][questname].finished) then
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if (quests.successfull_quests[playername] == nil) then
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if check_active_quest(playername, questname) and not quests.active_quests[playername][questname].finished then
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if quests.successfull_quests[playername] == nil then
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quests.successfull_quests[playername] = {}
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end
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if (quests.successfull_quests[playername][questname] ~= nil) then
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if quests.successfull_quests[playername][questname] ~= nil then
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quests.successfull_quests[playername][questname].count = quests.successfull_quests[playername][questname].count + 1
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else
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quests.successfull_quests[playername][questname] = {count = 1}
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@ -131,22 +266,21 @@ function quests.accept_quest(playername, questname)
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return false -- the quest hasn't finished
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end
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-- call this method, when you want to end a quest even when it was not finished
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-- example: the player failed
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--
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-- returns false if the quest was not aborted
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-- returns true when the quest was aborted
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--- Aborts a quest.
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-- Call this method when you want to end a quest even when it was not finished.
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-- Example: the player failed.
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-- @param playername Player's name
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-- @param questname Quest name
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-- @return `false` if the quest was not aborted
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-- @return `true` when the quest was aborted
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function quests.abort_quest(playername, questname)
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if (questname == nil) then
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if not check_active_quest(playername, questname) then
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return false
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end
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if (quests.failed_quests[playername] == nil) then
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if quests.failed_quests[playername] == nil then
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quests.failed_quests[playername] = {}
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end
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if (quests.active_quests[playername][questname] == nil) then
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return false
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end
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if (quests.failed_quests[playername][questname] ~= nil) then
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if quests.failed_quests[playername][questname] ~= nil then
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quests.failed_quests[playername][questname].count = quests.failed_quests[playername][questname].count + 1
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else
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quests.failed_quests[playername][questname] = { count = 1 }
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@ -154,30 +288,39 @@ function quests.abort_quest(playername, questname)
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quests.active_quests[playername][questname].finished = true
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for _,quest in ipairs(quests.hud[playername].list) do
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if (quest.name == questname) then
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if quest.name == questname then
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local player = minetest.get_player_by_name(playername)
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player:hud_change(quest.id, "number", quests.colors.failed)
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end
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end
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quests.show_message("failed", playername, S("Quest failed:") .. " " .. quests.registered_quests[questname].title)
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local quest = quests.registered_quests[questname]
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quest.abortcallback(playername, questname, quests.active_quests[playername][questname].metadata)
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quests.show_message("failed", playername, S("Quest failed:") .. " " .. quest.title)
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minetest.after(3, function(playername, questname)
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quests.active_quests[playername][questname] = nil
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quests.update_hud(playername)
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end, playername, questname)
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end
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-- get metadata of the quest if the quest exists, else return nil
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--- Get quest metadata.
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-- @return Metadata of the quest, `nil` if there is none
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-- @return `nil, false` if the quest doesn't exist or isn't active
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-- @see quests.set_metadata
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function quests.get_metadata(playername, questname)
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if (quests.active_quests[playername] == nil or quests.active_quests[playername][questname] == nil) then
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return nil
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if not check_active_quest(playername, questname) then
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return nil, false
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end
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return quests.active_quests[playername][questname].metadata
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end
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-- set metadata of the quest
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--- Set quest metadata.
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-- @return `false` if the quest doesn't exist or isn't active
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-- @return `nil` otherwise
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-- @see quests.get_metadata
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function quests.set_metadata(playername, questname, metadata)
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if (quests.active_quests[playername] == nil or quests.active_quests[playername][questname] == nil) then
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return
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if not check_active_quest(playername, questname) then
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return false
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end
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quests.active_quests[playername][questname].metadata = metadata
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end
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12
hud.lua
12
hud.lua
@ -1,3 +1,6 @@
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--- Quests HUD.
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-- @module hud
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-- Boilerplate to support localized strings if intllib mod is installed.
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local S
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if minetest.get_modpath("intllib") then
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@ -13,8 +16,10 @@ local hud_config = { position = {x = 1, y = 0.2},
|
||||
offset = { x = -200, y = 0},
|
||||
number = quests.colors.new }
|
||||
|
||||
-- call this function to enable the HUD for the player that shows his quests
|
||||
-- the HUD can only show up to show_max quests
|
||||
--- Show quests HUD to player.
|
||||
-- The HUD can only show up to show_max quests
|
||||
-- @param playername Player whose quests HUD must be shown
|
||||
-- @param autohide Whether to automatically hide the HUD once it's empty
|
||||
function quests.show_hud(playername, autohide)
|
||||
if (quests.hud[playername] == nil) then
|
||||
quests.hud[playername] = { autohide = autohide}
|
||||
@ -41,7 +46,8 @@ function quests.show_hud(playername, autohide)
|
||||
minetest.after(0, quests.update_hud, playername)
|
||||
end
|
||||
|
||||
-- call this method to hide the hud
|
||||
--- Hide quests HUD to player.
|
||||
-- @param playername Player whose quests HUD must be hidden
|
||||
function quests.hide_hud(playername)
|
||||
local player = minetest.get_player_by_name(playername)
|
||||
if (player == nil or quests.hud[playername] == nil or quests.hud[playername].list == nil) then
|
||||
|
Loading…
Reference in New Issue
Block a user