Repixture/mods/rp_achievements/init.lua

586 lines
18 KiB
Lua

--
-- Achievements mod
--
local COLOR_GOTTEN = "#00FF00"
local COLOR_GOTTEN_MSG = "#00FF00"
local COLOR_REVERT_MSG = "#FFFF00"
local MSG_PRE = "*** "
local S = minetest.get_translator("rp_achievements")
achievements = {}
achievements.registered_achievements = {}
achievements.registered_achievements_list = {}
local selected_row = {} -- current selected row, per-player
local legacy_achievements_file = minetest.get_worldpath() .. "/achievements.dat"
local legacy_achievements_states = {}
local function load_legacy_achievements()
local f = io.open(legacy_achievements_file, "r")
if f then
legacy_achievements_states = minetest.deserialize(f:read("*all"))
io.close(f)
end
end
local function set_achievement_states(player, states)
local meta = player:get_meta()
meta:set_string("rp_achievements:achievement_states", minetest.serialize(states))
end
local function get_achievement_states(player)
local meta = player:get_meta()
local data = meta:get_string("rp_achievements:achievement_states")
if data ~= "" then
return minetest.deserialize(data)
else
return {}
end
end
local function set_achievement_subconditions(player, subconditions)
local meta = player:get_meta()
meta:set_string("rp_achievements:achievement_subconditions", minetest.serialize(subconditions))
end
local function get_achievement_subconditions(player)
local meta = player:get_meta()
local data = meta:get_string("rp_achievements:achievement_subconditions")
if data ~= "" then
return minetest.deserialize(data)
else
return {}
end
end
-- Returns true if itemstring exists or is a "group:" argument,
-- for the error checks below. Also returns true if argument is
-- nil for simplifying the testing code.
local function check_item(itemstring)
if itemstring == nil then
return true
end
if string.sub(itemstring, 1, 6) == "group:" then
return true
end
local def_ok = minetest.registered_items[itemstring] ~= nil
if def_ok then
return true
else
local alias = minetest.registered_aliases[itemstring]
if alias and minetest.registered_items[alias] then
return true
end
end
end
-- Check all item names in the achievement definitions for validity,
-- to make sure we don't accidentally break things.
local verify_achievements = function()
for name,def in pairs(achievements.registered_achievements) do
if not check_item(def.dignode) then
error("[rp_achievements] Invalid dignode in achievement definition for "..name)
return
elseif not check_item(def.placenode) then
error("[rp_achievements] Invalid placenode in achievement definition for "..name)
return
elseif not check_item(def.craftitem) then
error("[rp_achievements] Invalid craftitem in achievement definition for "..name)
return
elseif not check_item(def.item_icon) then
error("[rp_achievements] Invalid item_icon in achievement definition for "..name)
return
end
end
end
function achievements.register_achievement(name, def)
local rd = {
title = def.title or name, -- good-looking name of the achievement
description = def.description or "The " .. name .. " achievement", -- description of what the achievement is, and how to get it
times = def.times or 1, -- how many times to trigger before getting the achievement
subconditions = def.subconditions or nil, -- list of subconditions required to get achievement (optional)
subconditions_readable = def.subconditions_readable or nil, -- list of subcondition names to be shown in HUD (optional)
dignode = def.dignode or nil, -- digging this node also triggers the achievement
placenode = def.placenode or nil, -- placing this node also triggers the achievement
craftitem = def.craftitem or nil, -- crafting this item also triggers the achievement
icon = def.icon or nil, -- optional icon for achievement (texture)
item_icon = def.item_icon or nil, -- optional icon for achievement (itemstring)
}
achievements.registered_achievements[name] = rd
table.insert(achievements.registered_achievements_list, name)
end
local function get_completed_subconditions(player, aname)
local reg_subconds = achievements.registered_achievements[aname].subconditions
local reg_subconds_readable = achievements.registered_achievements[aname].subconditions_readable
local completed_subconds = {}
if reg_subconds then
local player_subconds_all = get_achievement_subconditions(player)
local player_subconds = player_subconds_all[aname]
if not player_subconds then
return completed_subconds
end
for s=1, #reg_subconds do
local subcond = reg_subconds[s]
if player_subconds[subcond] == true then
local subcond_read = subcond
if reg_subconds_readable and reg_subconds_readable[s] then
subcond_read = reg_subconds_readable[s]
end
table.insert(completed_subconds, subcond_read)
end
end
end
return completed_subconds
end
local function check_achievement_subconditions(player, aname)
local name = player:get_player_name()
local reg_subconds = achievements.registered_achievements[aname].subconditions
if reg_subconds then
local player_subconds_all = get_achievement_subconditions(player)
local player_subconds = player_subconds_all[aname]
if not player_subconds then
return false
end
-- Check if player has failed to meet any subcondition
for s=1, #reg_subconds do
local subcond = reg_subconds[s]
if player_subconds[subcond] ~= true then
-- A subcondition failed! Failure!
return false
end
end
-- All subconditions met! Success!
return true
else
-- Achievement does not have subconditions: Success!
return true
end
end
local function check_achievement_gotten(player, aname)
local name = player:get_player_name()
local states = get_achievement_states(player)
if states[aname]
>= achievements.registered_achievements[aname].times and
check_achievement_subconditions(player, aname) then
-- The state of -1 means the achievement has been completed
states[aname] = -1
set_achievement_states(player, states)
minetest.after(
2.0,
function(name, aname)
local notify_all = minetest.settings:get_bool("rp_achievements_notify_all", false)
if notify_all and (not minetest.is_singleplayer()) then
-- Notify all players
minetest.chat_send_all(
minetest.colorize(
COLOR_GOTTEN_MSG,
MSG_PRE .. S("@1 has earned the achievement “@2”.",
name,
achievements.registered_achievements[aname].title)))
else
-- Only notify the player who got the achievement
minetest.chat_send_player(name,
minetest.colorize(
COLOR_GOTTEN_MSG,
MSG_PRE .. S("You have earned the achievement “@1”.",
achievements.registered_achievements[aname].title)))
end
end, name, aname)
minetest.log("action", "[rp_achievements] " .. name .. " got achievement '"..aname.."'")
end
rp_formspec.refresh_invpage(player, "rp_achievements:achievements")
end
function achievements.trigger_subcondition(player, aname, subcondition)
if not achievements.registered_achievements[aname] then
minetest.log("error", "[rp_achievements] Cannot find registered achievement " .. aname)
return
end
local states = get_achievement_states(player)
local subconds = get_achievement_subconditions(player)
if states[aname] == -1 then
return
end
if states[aname] == nil then
states[aname] = 0
set_achievement_states(player, states)
end
if not subconds[aname] then
subconds[aname] = {}
end
if subconds[aname][subcondition] == true then
return
end
subconds[aname][subcondition] = true
set_achievement_subconditions(player, subconds)
check_achievement_gotten(player, aname)
end
function achievements.trigger_achievement(player, aname, times)
if not achievements.registered_achievements[aname] then
minetest.log("error", "[rp_achievements] Cannot find registered achievement " .. aname)
return
end
times = times or 1
local states = get_achievement_states(player)
local subconds = get_achievement_subconditions(player)
if states[aname] == -1 then
return
end
if states[aname] == nil then
states[aname] = 0
end
if not subconds[aname] then
subconds[aname] = {}
end
states[aname] = states[aname] + times
set_achievement_states(player, states)
set_achievement_subconditions(player, subconds)
check_achievement_gotten(player, aname)
end
-- Load achievements table
local function on_load()
load_legacy_achievements()
verify_achievements()
end
-- Interaction callbacks
local function on_craft(itemstack, player)
if not player or not player:is_player() then
return
end
for aname, def in pairs(achievements.registered_achievements) do
if def.craftitem ~= nil then
if def.craftitem == itemstack:get_name() then
achievements.trigger_achievement(player, aname)
else
local group = string.match(def.craftitem, "group:(.*)")
if group and minetest.get_item_group(itemstack:get_name(), group) ~= 0 then
achievements.trigger_achievement(player, aname)
end
end
end
end
end
local function on_dig(pos, oldnode, player)
if not player or not player:is_player() then
return
end
for aname, def in pairs(achievements.registered_achievements) do
if def.dignode ~= nil then
if def.dignode == oldnode.name then
achievements.trigger_achievement(player, aname)
else
local group = string.match(def.dignode, "group:(.*)")
if group and minetest.get_item_group(oldnode.name, group) ~= 0 then
achievements.trigger_achievement(player, aname)
end
end
end
end
end
local function on_place(pos, newnode, player, oldnode, itemstack, pointed_thing)
if not player or not player:is_player() then
return
end
for aname, def in pairs(achievements.registered_achievements) do
if def.placenode ~= nil then
if def.placenode == newnode.name then
achievements.trigger_achievement(player, aname)
else
local group = string.match(def.placenode, "group:(.*)")
if group and minetest.get_item_group(newnode.name, group) ~= 0 then
achievements.trigger_achievement(player, aname)
end
end
end
end
end
local function on_joinplayer(player)
local meta = player:get_meta()
-- Get version number of data format.
-- Version 0: old file-based storage (achievements.dat)
-- Version 1: Player metadata-based storage
local v = meta:get_int("rp_achievements:version")
if v == 0 then
-- Load achievements from legacy file
local name = player:get_player_name()
local legacy_states = legacy_achievements_states[name]
if legacy_states then
set_achievement_states(player, legacy_states)
end
-- Upgrade version to 1, so the player achievements in
-- file will be ignored on the next join.
meta:set_int("rp_achievements:version", 1)
end
-- Mark subcondition achievement that are marked as complete
-- as incomplete again if it no longer meets all subconditions.
-- This can happen if the player joins in a new version
-- with updated achievements.
local states = get_achievement_states(player)
local changed = false
local pname = player:get_player_name()
for aname, def in pairs(achievements.registered_achievements) do
if def.subconditions and states[aname] == -1 and not check_achievement_subconditions(player, aname) then
states[aname] = 0
changed = true
-- Notify player about the new goals
minetest.chat_send_player(pname,
minetest.colorize(
COLOR_REVERT_MSG,
MSG_PRE .. S("The achievement “@1” has new goals.",
achievements.registered_achievements[aname].title)))
end
end
if changed then
set_achievement_states(player, states)
end
end
local function on_leaveplayer(player)
local name = player:get_player_name()
selected_row[name] = nil
end
-- Add callback functions
minetest.register_on_mods_loaded(on_load)
minetest.register_on_joinplayer(on_joinplayer)
minetest.register_on_leaveplayer(on_leaveplayer)
minetest.register_on_dignode(on_dig)
minetest.register_on_placenode(on_place)
crafting.register_on_craft(on_craft)
-- Formspecs
local form = rp_formspec.get_page("rp_formspec:default")
-- column 1: status image (0=gotten, 1=partial, 2=missing)
-- column 2: achievement name
-- column 3: achievement description
form = form .. "tablecolumns[color;image,align=left,width=1,0=ui_checkmark.png^[colorize:"..COLOR_GOTTEN..":255,1=blank.png,2=blank.png;text,align=left,width=11;"
.. "text,align=left,width=28]"
rp_formspec.register_page("rp_achievements:achievements", form)
rp_formspec.register_invtab("rp_achievements:achievements", {
icon = "ui_icon_achievements.png",
tooltip = S("Achievements"),
})
function achievements.get_formspec(name)
local row = 1
local player = minetest.get_player_by_name(name)
if not player then
return
end
if selected_row[name] then
row = selected_row[name]
end
local states = get_achievement_states(player)
local achievement_list = ""
local amt_gotten = 0
local amt_progress = 0
for _, aname in ipairs(achievements.registered_achievements_list) do
local def = achievements.registered_achievements[aname]
local progress = ""
local color = ""
if states[aname] then
if states[aname] == -1 then
progress = "0"
color = COLOR_GOTTEN
amt_gotten = amt_gotten + 1
else
progress = "1"
amt_progress = amt_progress + 1
end
else
progress = "2"
end
if achievement_list ~= "" then
achievement_list = achievement_list .. ","
end
achievement_list = achievement_list .. color .. ","
achievement_list = achievement_list .. minetest.formspec_escape(progress) .. ","
achievement_list = achievement_list .. minetest.formspec_escape(def.title) .. ","
achievement_list = achievement_list .. minetest.formspec_escape(def.description)
end
local form = rp_formspec.get_page("rp_achievements:achievements", true)
form = form .. "set_focus[achievement_list]"
form = form .. "table[0.25,2.5;7.9,5.5;achievement_list;" .. achievement_list
.. ";" .. row .. "]"
local aname = achievements.registered_achievements_list[row]
local def = achievements.registered_achievements[aname]
local progress = ""
local title = def.title
local description = def.description
local gotten = false
local achievement_times = states[aname]
if achievement_times then
if achievement_times == -1 then
gotten = true
progress = minetest.colorize(COLOR_GOTTEN, S("Gotten"))
title = minetest.colorize(COLOR_GOTTEN, title)
description = minetest.colorize(COLOR_GOTTEN, description)
else
local part, total
if def.subconditions then
local completed = get_completed_subconditions(player, aname)
part = #completed
total = #def.subconditions
else
part = achievement_times
total = def.times
end
progress = S("@1/@2", part, total)
end
else
progress = S("Missing")
end
local progress_total =
S("@1 of @2 achievements gotten, @3 in progress",
amt_gotten,
#achievements.registered_achievements_list,
amt_progress)
if amt_gotten == #achievements.registered_achievements_list then
progress_total = minetest.colorize(COLOR_GOTTEN, progress_total)
end
if def.subconditions then
local progress_subconds = get_completed_subconditions(player, aname)
if #progress_subconds > 0 then
local progress_subconds_str = table.concat(progress_subconds, S(", "))
description = description .. "\n\n" .. S("Completed: @1", progress_subconds_str)
end
end
form = form .. "label[0.25,8.15;"
.. minetest.formspec_escape(progress_total)
.. "]"
form = form .. "label[0.25,0.25;" .. minetest.formspec_escape(title) .. "]"
form = form .. "label[7.25,0.25;" .. minetest.formspec_escape(progress) .. "]"
form = form .. "textarea[2.5,0.75;5.75,2;;;" .. minetest.formspec_escape(description) .. "]"
local icon, item_icon
if not gotten then
icon = "rp_achievements_icon_missing.png"
else
icon = def.icon
item_icon = def.item_icon
end
if not icon and not item_icon then
if def.craftitem then
item_icon = def.craftitem
elseif def.dignode then
item_icon = def.dignode
elseif def.placenode then
item_icon = def.placenode
end
if item_icon and string.sub(item_icon, 1, 6) == "group:" then
item_icon = nil
end
end
if not icon and not item_icon then
-- Fallback icon
icon = "rp_achievements_icon_default.png"
end
if icon then
form = form .. "image[0.25,0.75;1.8,1.8;" .. minetest.formspec_escape(icon) .. "]"
elseif item_icon then
form = form .. "item_image[0.25,0.75;1.8,1.8;" .. minetest.formspec_escape(item_icon) .. "]"
end
return form
end
rp_formspec.register_invpage("rp_achievements:achievements", {
get_formspec = achievements.get_formspec,
})
local function receive_fields(player, form_name, fields)
local name = player:get_player_name()
local in_achievements_menu = false
if form_name == "rp_achievements:achievements" then
in_achievements_menu = true
elseif form_name ~= "" then
return
end
if fields.quit then
return
end
local selected = 1
if fields.tab_achievements then
in_achievements_menu = true
end
if fields.achievement_list then
in_achievements_menu = true
local selection = minetest.explode_table_event(fields.achievement_list)
if selection.type == "CHG" or selection.type == "DCL" then
selected = selection.row
selected_row[name] = selected
elseif selection.type == "INV" then
selected_row[name] = nil
end
end
if in_achievements_menu then
rp_formspec.refresh_invpage(player, "rp_achievements:achievements")
end
end
minetest.register_on_player_receive_fields(receive_fields)