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-- story quests
quests = {}
quests.player_quests = {}
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quests.file = minetest.get_worldpath() .. "/quests"
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quests.callback = nil
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function quests.load()
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local input = io.open(quests.file, "r")
if input then
local str = input:read("*all")
if str then
if minetest.deserialize(str) then
quests.player_quests = minetest.deserialize(str)
end
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else
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print("[WARNING] quest file is empty")
end
io.close(input)
else
print("[ERROR] couldnt find quest file")
end
end
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function quests.save()
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if quests.player_quests then
local output = io.open(quests.file, "w")
local str = minetest.serialize(quests.player_quests)
output:write(str)
io.close(output)
end
end
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function quests.show_text(text, player)
local parts = text:split("\n")
for i,txt in ipairs(parts) do
minetest.after(2.9*i, function (txt, player)
if not(minetest.get_player_by_name(player)) then return end
cmsg.push_message_player(minetest.get_player_by_name(player), txt)
end, txt, player)
end
end
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function quests.add_quest(player, quest)
if not quests.player_quests[player] then
quests.player_quests[player] = {}
end
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print("[quests] add quest")
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table.insert(quests.player_quests[player], quest)
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quests.save()
if #quest.goals > 0 then
quests.show_text(quest.text .. "\n" .. quest.goals[1].description, player)
else
quests.show_text(quest.text, player)
end
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return #quests.player_quests[player]
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end
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function quests.finish_quest(player, quest)
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if not(quest.done) then
cmsg.push_message_player(minetest.get_player_by_name(player), "[quest] You completed " .. quest.title)
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end
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xp.add_xp(minetest.get_player_by_name(player), quest.xp)
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quest.done = true
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if quests.callback then
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quests.callback(minetest.get_player_by_name(player))
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end
end
function quests.finish_goal(player, quest, goal)
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if not(goal.done) then
for i = 1, #quest.goals do
if quest.goals[i].requires and quest.goals[i].requires.title == goal.title then
if quest.goals[i].description then
quests.show_text(quest.goals[i].description, player)
end
end
end
if goal.reward then
minetest.get_player_by_name(player):get_inventory():add_item("main", goal.reward)
cmsg.push_message_player(minetest.get_player_by_name(player), goal.ending or "[quest] You completed a goal and you got a reward!")
else
cmsg.push_message_player(minetest.get_player_by_name(player), goal.ending or "[quest] You completed a goal!")
end
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end
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goal.done = true
if not quest.done then
local all_done = true
for i = 1, #quest.goals do
if not quest.goals[i].done then
all_done = false
break
end
end
if all_done then
quests.finish_quest(player, quest)
end
end
quests.save()
end
function quests.new(player, title, text)
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local quest = {
title = title,
done = false,
goals = {},
xp = 0,
text = text or "",
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}
return quest
end
function quests.add_dig_goal(quest, title, node, number, description, ending)
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local goal = {
title = title,
type = "dig",
node = node,
max = number,
progress = 0,
done = false,
description = description or "",
ending = ending or nil
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}
table.insert(quest.goals, goal)
return goal
end
function quests.add_place_goal(quest, title, node, number, description, ending)
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local goal = {
title = title,
type = "placenode",
node = node,
max = number,
progress = 0,
done = false,
description = description or "",
ending = ending or nil
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}
table.insert(quest.goals, goal)
return goal
end
function quests.process_node_count_goals(player, type, node)
local player_quests = quests.player_quests[player]
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if not(player_quests) or #player_quests == 0 then return end
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table.foreach(player_quests, function(_, quest)
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if not(quest.goals) or #quest.goals == 0 then return end
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table.foreach(quest.goals, function(_, goal)
if (not goal.requires or goal.requires.done) and
goal.type == type then
for i=1,#goal.node do
if goal.node[i] == node then
goal.progress = goal.progress + 1
if goal.progress >= goal.max then
goal.progress = goal.max
quests.finish_goal(player, quest, goal)
goal.done = true
end
quests.save()
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end
end
end
end)
end)
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end
quests.show_quests_form = "size[8,7.5;]" .. default.gui_colors ..
default.gui_bg .. "label[0,0;%s]"
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function quests.format_goal(player, quest, goal)
-- TODO: support formatting for more than just digging and placing
if goal.done then
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return " [x] " .. (goal.title or "[NO TITLE]") .. " (" .. tostring(goal.progress) ..
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"/" .. tostring(goal.max) .. ")\n"
else
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return " [ ] " .. (goal.title or "[NO TITLE]") .. " (" .. tostring(goal.progress) ..
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"/" .. tostring(goal.max) .. ")\n"
end
end
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minetest.register_chatcommand("quests", {
params = "",
description = "Shows your quests",
privs = {},
func = function(name, text)
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local player_quests = quests.player_quests[name]
if not player_quests or #player_quests == 0 then
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local s = quests.show_quests_form
s = string.format(s, "You have not got any quests yet.")
minetest.show_formspec(name, "quests:show_quests", s)
return
end
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local s = quests.show_quests_form
local txt = ""
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for _, quest in pairs(player_quests) do
if quest.done then
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txt = txt .. " -> " .. (quest.title or "[NO TITLE]") .. " (Completed)\n"
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else
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txt = txt .. " -> " .. (quest.title or "[NO TITLE]") .. "\n"
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for _, goal in pairs(quest.goals) do
if not goal.requires or goal.requires.done then
txt = txt .. quests.format_goal(name, quest, goal)
end
end
end
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end
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s = string.format(s, minetest.formspec_escape(txt))
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minetest.show_formspec(name, "quests:show_quests", s)
return true, ""
end,
})
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minetest.register_on_dignode(function(pos, oldnode, digger)
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if not digger or not digger:is_player() or
not quests.player_quests[digger:get_player_name()] then
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return
end
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quests.process_node_count_goals(digger:get_player_name(), "dig", oldnode.name)
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end)
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
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if not placer or not placer:is_player() or
not quests.player_quests[placer:get_player_name()] then
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return
end
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quests.process_node_count_goals(placer:get_player_name(), "placenode", newnode.name)
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end)
minetest.register_on_newplayer(function(player)
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if not player then
return
end
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quests.player_quests[player:get_player_name()] = {}
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--tutorial
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local name = player:get_player_name()
local quest = quests.new(name, "Tutorial", "Hey you!\nI didnt see you before. Are you new here?\nOh, Ok.\nI will help you to find the city \"NAME HERE\".\nYou will be save there.\n But first you need some basic equipment!")
local q1 = quests.add_dig_goal(quest, "Harvest dirt", {"default:dirt"}, 10, "You need to harvest some Dirt to get stones!")
local q2 = quests.add_dig_goal(quest, "Harvest Grass", {"default:plant_grass", "default:plant_grass_2", "default:plant_grass_3", "default:plant_grass_4", "default:plant_grass_5"}, 12, "Now you need to get some Grass to craft strings.")
local q3 = quests.add_dig_goal(quest, "Harvest Leaves", {"default:leaves_1", "default:leaves_2", "default:leaves_3" ,"default:leaves_4"}, 6, "Harvest some leaves to craft twigs.")
local q4 = quests.add_place_goal(quest, "Place Workbench", {"default:workbench"}, 1, "You should craft a workbench and place it in front of you!", "Great! The tutorial ends here. If you want to know how to craft things just goto the RPGtest wiki.\nBut I think cdqwertz will add a crafting guide soon.")
q3.reward = "default:wood 3"
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q2.requires = q1
q3.requires = q2
q4.requires = q3
quest.xp = 10
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quests.add_quest(name, quest)
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end)
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quests.load()
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-- exploring
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minetest.register_node("quests:map", {
description = "Map",
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tiles = {"quests_map_top.png", "quests_map_top.png", "quests_map.png", "quests_map.png", "quests_map.png", "quests_map.png"},
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groups = {quest = 1, cracky = 3},
on_punch = function(pos, node, player, pointed_thing)
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xp.add_xp(player, math.random(3, 30))
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minetest.remove_node(pos)
end,
})
minetest.register_node("quests:ray", {
description = "Ray",
tiles = {"quests_glowing_ray.png"},
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groups = {cracky = 1, ray=1},
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paramtype = "light",
paramtype2 = "facedir",
drawtype = "nodebox",
light_source = 7,
node_box = {
type = "fixed",
fixed = {
{-0.2, -0.5, -0.2, 0.2, 0.5, 0.2},
},
},
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drop = "",
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})