622 lines
24 KiB
Lua
622 lines
24 KiB
Lua
--- 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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S = intllib.Getter()
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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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local function compute_tasks(playername, questname, nocallback)
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local quest = quests.registered_quests[questname]
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local plr_quest = quests.active_quests[playername][questname]
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for taskname, task in pairs(quest.tasks) do
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local plr_task = plr_quest[taskname]
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if task.requires == nil then
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plr_task.visible = true
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else
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plr_task.visible = false
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local was_visible = task.visible
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local final_enabler = ""
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for _, enabler_name in ipairs(task.requires) do
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if type(enabler_name) == "table" then
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plr_task.visible = true
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for _, subena_name in ipairs(plr_quest[enabler_name]) do
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local plr_subena = plr_task[subena_name]
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if plr_task.visible and plr_subena and (not plr_subena.visible or not plr_subena.finished) then
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plr_task.visible = false
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end
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end
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else
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if plr_quest[enabler_name] then
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plr_task.visible = plr_quest[enabler_name].finished or false
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else
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plr_task.visible = true
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end
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end
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if plr_task.visible then
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final_enabler = enabler_name
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break
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end
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end
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if plr_task.visible and not was_visible and not nocallback then
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task.availablecallback(playername, questname, taskname, final_enabler, quest.metadata)
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end
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end
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if task.disables_on ~= nil then
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local was_disabled = task.disabled
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local final_disabler = ""
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for _, disabler_name in ipairs(task.disables_on) do
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if type(disabler) == "table" then
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plr_task.disabled = true
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for _, subdis_name in ipairs(disabler) do
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local plr_subdis = plr_quest[subdis_name]
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if not plr_task.disabled and plr_subdis.visible and plr_subdis.finished then
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plr_task.disabled = true
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end
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end
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else
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plr_task.disabled = plr_quest[disabler_name].finished
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end
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if plr_task.disabled then
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final_disabler = disabler_name
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break
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end
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end
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if plr_task.disabled and not was_disabled and not nocallback then
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task.disablecallback(playername, questname, taskname, final_disabler, quest.metadata)
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end
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end
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end
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end
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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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-- * 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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-- 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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-- -- Defaults to true.
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-- completecallback, -- If autoaccept is true, gets called at quest completion.
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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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-- repeating -- Delay in seconds before the quest becomes available again. If nil, 0 or false, 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. Not called when there are no task requirements (i.e. task is available from the start).
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-- -- function(playername, questname, taskname, enablingtaskname, metadata)
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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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-- completecallback,
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-- -- Called upon task completion.
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-- -- function(playername, questname, taskname, metadata)
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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. Not called when the task is disabled upon quest start.
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-- -- function(playername, questname, taskname, disablingtaskname, metadata)
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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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-- Some task names are reserved and will be ignored:
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--
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-- * `metadata`
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-- * `finished`
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-- * `value`
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--
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-- Note: this function *copies* the `quest` table, keeping only what's needed. This way you can implement custom
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-- quest attributes in your mod and register the quest directly without worrying about keyvalue name collision.
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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's 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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icon = quest.icon or "quests_default_quest_icon.png",
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startcallback = quest.startcallback or empty_callback,
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autoaccept = not(quest.autoaccept == false),
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completecallback = quest.completecallback or empty_callback,
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abortcallback = quest.abortcallback or empty_callback,
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repeating = quest.repeating 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(quest.tasks) ~= "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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if tname ~= "metadata" and tname ~= "finished" and tname ~= "value" then
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new_quest.tasks[tname] = {
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title = task.title or S("missing title"),
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description = task.description or S("missing description"),
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icon = task.icon or "quests_default_quest_icon.png",
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max = task.max or 1,
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requires = task.requires,
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availablecallback = task.availablecallback or empty_callback,
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disables_on = task.disables_on,
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disablecallback = task.disablecallback or empty_callback,
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completecallback = task.completecallback or empty_callback
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}
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tcount = tcount + 1
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end
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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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-- @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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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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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 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, finished = false}
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else
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quests.active_quests[playername][questname] = {metadata = metadata}
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for tname, task in pairs(quest.tasks) do
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quests.active_quests[playername][questname][tname] = {
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value = 0,
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visible = false,
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disabled = false,
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finished = false
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}
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end
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compute_tasks(playername, questname)
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end
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quests.update_hud(playername)
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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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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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local function check_active_quest_task(playername, questname, taskname)
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return not(
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taskname == nil or
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not check_active_quest(playername, questname) or
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quests.registered_quests[questname].simple or -- Quest is simple (i.e. no tasks)
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quests.registered_quests[questname].tasks == nil or -- Who knows? Avoid crash.
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quests.registered_quests[questname].tasks[taskname] == nil or -- No such task
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quests.active_quests[playername][questname][taskname] == nil -- Player quest data has no such task
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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 `completecallback` 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 the quest continues
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-- @return `nil` if there is no such quest, it is a tasked or non-active one, or no value was given
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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 not check_active_quest(playername, questname) or not quests.registered_quests[questname].simple
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or value == nil then
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return nil
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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 true -- The quest is already finished
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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.completecallback(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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end
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--- Get a *simple* quest's progress.
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-- @param playername Name of the player
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-- @param questname Quest to get the progress value from
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-- @return `number` of the progress
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-- @return `nil` if there is no such quest, it is a tasked or non-active one
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-- @see quests.get_task_progress
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function quests.get_quest_progress(playername, questname)
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if not check_active_quest(playername, questname) or not quests.registered_quests[questname].simple then
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return nil
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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 nil
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end
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return plr_quest.value
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end
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--- Updates a *tasked* quest task's status.
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-- Calls the quest's `completecallback` if autoaccept is `true` and all the quest's visible
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-- and non-disabled tasks reaches their max value.
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-- Also calls the task's `completecallback` it it gets completed.
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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 task is finished
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-- @return `false` if it continues
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-- @return `nil` if there is no such quest/task, is a simple or non-active quest, or no value was given
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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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if not check_active_quest_task(playername, questname, taskname) or value == nil then
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return nil
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end
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local plr_quest = quests.active_quests[playername][questname]
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local plr_task = plr_quest[taskname]
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if plr_task.finished then
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return true -- The task is already finished
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end
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local quest = quests.registered_quests[questname]
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local task = quest.tasks[taskname]
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local task_finished = false
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plr_task.value = plr_task.value + value
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if plr_task.value >= task.max then
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plr_task.value = task.max
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plr_task.finished = true
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task.completecallback(playername, questname, taskname, quest.metadata)
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task_finished = true
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end
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compute_tasks(playername, questname)
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-- Check for quest completion
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local all_tasks_finished = true
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for taskname, task in pairs(quest.tasks) do
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local plr_task = plr_quest[taskname]
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if plr_task.visible and not plr_task.disabled and not plr_task.finished then
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all_tasks_finished = false
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end
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end
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if all_tasks_finished then
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if quest.autoaccept then
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quest.completecallback(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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-- If the update of this task ends the quest, it consequently *is* finished.
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return true
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end
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quests.update_hud(playername)
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return task_finished
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end
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--- Get a task's progress.
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-- Returns the max progress value possible for the given task if it is complete.
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-- @param playername Name of the player
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-- @param questname Quest the task belongs to
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-- @param taskname Task to get the progress value from
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-- @return `number` of the progress
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-- @return `false` if the task has been disabled by another
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-- @return `nil` if there is no such quest/task, or is a simple or non-active quest
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-- @see quests.get_quest_progress
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function quests.get_task_progress(playername, questname, taskname)
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if not not check_active_quest_task(playername, questname, taskname) then
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return nil
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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 nil
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end
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local plr_task = plr_quest[taskname]
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if not plr_task then
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return nil
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end
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if plr_task.disabled then
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return false
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end
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return plr_task.value
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end
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--- Checks if a quest's task is visible to the player.
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-- @param playername Name of the player
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-- @param questname Quest which contains the task
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-- @param taskname Task to check visibility
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-- @return `true` if the task is visible
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-- @return `false` if it is not
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-- @return `nil` if the quest/task doesn't exist, is simple or isn't active
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function quests.is_task_visible(playername, questname, taskname)
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if not check_active_quest_task(playername, questname, taskname) then
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return nil
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end
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return quests.active_quests[playername][questname][taskname].visible
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end
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--- Checks if a quest's task is disabled to the player.
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-- @param playername Name of the player
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-- @param questname Quest which contains the task
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-- @param taskname Task to check if it is disabled
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-- @return `true` if the task is disabled
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-- @return `false` if it is not
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-- @return `nil` if the quest/task doesn't exist, is simple or isn't active
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function quests.is_task_disabled(playername, questname, taskname)
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if not check_active_quest_task(playername, questname, taskname) then
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return nil
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end
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return quests.active_quests[playername][questname][taskname].disabled
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end
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--- Gets the number of active (visible & non-disabled) tasks, and how many of them are completed
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-- @param playername Name of the player
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-- @param questname Quest name
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-- @return `number, number` pair, where the first is the number of active tasks, and the second how many of them are completed
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-- @return `nil` if the quest doesn't exist, is simple or isn't active
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function quests.get_active_tasks_stats(playername, questname)
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if not check_active_quest(playername, questname) or quests.registered_quests[questname].simple then
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return nil
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end
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local plr_quest = quests.active_quests[playername][questname]
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local active_tasks = 0
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local completed_active = 0
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for taskname, _ in pairs(quests.registered_quests[questname].tasks) do
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local plr_task = plr_quest[taskname]
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if plr_task.visible and not plr_task.disabled then
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active_tasks = active_tasks + 1
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if plr_task.finished then
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completed_active = completed_active + 1
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end
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end
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end
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return active_tasks, completed_active
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end
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--- Gets number of seconds before a quest can be done again.
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-- @param playername Player's name
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-- @param questname Quest name
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-- @return `number` of seconds before quests becomes available
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-- @return `nil` if the quest isn't repeating
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function quests.quest_restarting_in(playername, questname)
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if quests.info_quests[playername] and
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quests.info_quests[playername][questname] and
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quests.info_quests[playername][questname].restart_tstamp then
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return quests.info_quests[playername][questname].restart_tstamp - os.time()
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end
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return nil
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end
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local function restart_periodic_quest(playername, questname)
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quests.start_quest(playername, questname)
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if quests.info_quests[playername] and quests.info_quests[playername][questname] then
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quests.info_quests[playername][questname].restart_tstamp = nil
|
|
end
|
|
end
|
|
|
|
local function start_repeating_timer(playername, questname)
|
|
local delay = quests.quest_restarting_in(playername, questname)
|
|
if delay ~= nil then
|
|
minetest.after(delay, restart_periodic_quest, playername, questname)
|
|
end
|
|
end
|
|
|
|
local function start_all_repeating_timers(playername)
|
|
local qinfos = quests.info_quests[playername]
|
|
if qinfos then
|
|
for questname, qinfo in pairs(qinfos) do
|
|
if qinfo.restart_tstamp then
|
|
start_repeating_timer(playername, questname)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Restart all stopped repeating quests' timers
|
|
for playername, _ in pairs(quests.info_quests) do
|
|
start_all_repeating_timers(playername)
|
|
end
|
|
|
|
local function handle_quest_end(playername, questname)
|
|
local quest = quests.registered_quests[questname]
|
|
if quest.repeating ~= 0 then
|
|
quests.info_quests[playername] = quests.info_quests[playername] or {}
|
|
quests.info_quests[playername][questname] = quests.info_quests[playername][questname] or {}
|
|
local qinfo = quests.info_quests[playername][questname]
|
|
qinfo.restart_tstamp = os.time() + quest.repeating
|
|
start_repeating_timer(playername, questname)
|
|
end
|
|
end
|
|
|
|
--- Confirms quest completion and ends it.
|
|
-- When the mod handles 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
|
|
-- @param playername Player's name
|
|
-- @param questname Quest name
|
|
-- @return `true` when the quest is completed
|
|
-- @return `false` when an error occured (the quest is still ongoing if it was)
|
|
function quests.accept_quest(playername, questname)
|
|
if check_active_quest(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", quests.colors.success)
|
|
end
|
|
end
|
|
handle_quest_end(playername, questname)
|
|
quests.show_message("success", playername, S("Quest completed:") .. " " .. quests.registered_quests[questname].title)
|
|
minetest.after(3, function(playername, questname)
|
|
quests.active_quests[playername][questname] = nil
|
|
quests.update_hud(playername)
|
|
end, playername, questname)
|
|
return true -- the quest is finished, the mod can give a reward
|
|
end
|
|
return false -- the quest hasn't finished
|
|
end
|
|
|
|
--- Aborts a quest.
|
|
-- Call this method when you want to end a quest even when it was not finished.
|
|
-- Example: the player failed.
|
|
-- @param playername Player's name
|
|
-- @param questname Quest name
|
|
-- @return `true` when the quest was aborted
|
|
-- @return `false` if there was an error (quest not aborted)
|
|
function quests.abort_quest(playername, questname)
|
|
if not check_active_quest(playername, questname) then
|
|
return false
|
|
end
|
|
if quests.failed_quests[playername] == nil then
|
|
quests.failed_quests[playername] = {}
|
|
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
|
|
if quest.name == questname then
|
|
local player = minetest.get_player_by_name(playername)
|
|
player:hud_change(quest.id, "number", quests.colors.failed)
|
|
end
|
|
end
|
|
|
|
local quest = quests.registered_quests[questname]
|
|
quest.abortcallback(playername, questname, quests.active_quests[playername][questname].metadata)
|
|
handle_quest_end(playername, questname)
|
|
quests.show_message("failed", playername, S("Quest failed:") .. " " .. quest.title)
|
|
minetest.after(3, function(playername, questname)
|
|
quests.active_quests[playername][questname] = nil
|
|
quests.update_hud(playername)
|
|
end, playername, questname)
|
|
return true
|
|
end
|
|
|
|
--- Set quest HUD visibility.
|
|
-- @param playername Player's name
|
|
-- @param questname Quest name
|
|
-- @param visible `bool` indicating if the quest should be visible
|
|
-- @see quests.get_quest_hud_visibility
|
|
function quests.set_quest_hud_visibility(playername, questname, visible)
|
|
if not check_active_quest(playername, questname) then
|
|
return
|
|
end
|
|
quests.info_quests[playername] = quests.info_quests[playername] or {}
|
|
quests.info_quests[playername][questname] = quests.info_quests[playername][questname] or {}
|
|
quests.info_quests[playername][questname].hide_from_hud = not visible
|
|
quests.update_hud(playername)
|
|
end
|
|
|
|
--- Get quest HUD visibility.
|
|
-- @param playername Player's name
|
|
-- @param questname Quest name
|
|
-- @return `bool`: quest HUD visibility
|
|
-- @see quests.set_quest_hud_visibility
|
|
function quests.get_quest_hud_visibility(playername, questname)
|
|
if not check_active_quest(playername, questname) then
|
|
return false
|
|
end
|
|
local plr_qinfos = quests.info_quests[playername]
|
|
return not(plr_qinfos and plr_qinfos[questname] and plr_qinfos[questname].hide_from_hud)
|
|
end
|
|
|
|
--- Get quest metadata.
|
|
-- @return Metadata of the quest, `nil` if there is none
|
|
-- @return `nil, false` if the quest doesn't exist or isn't active
|
|
-- @see quests.set_metadata
|
|
function quests.get_metadata(playername, questname)
|
|
if not check_active_quest(playername, questname) then
|
|
return nil, false
|
|
end
|
|
return quests.active_quests[playername][questname].metadata
|
|
end
|
|
|
|
--- Set quest metadata.
|
|
-- @return `false` if the quest doesn't exist or isn't active
|
|
-- @return `nil` otherwise
|
|
-- @see quests.get_metadata
|
|
function quests.set_metadata(playername, questname, metadata)
|
|
if not check_active_quest(playername, questname) then
|
|
return false
|
|
end
|
|
quests.active_quests[playername][questname].metadata = metadata
|
|
end
|
|
|