2016-07-11 15:50:40 +02:00

433 lines
13 KiB
Lua

story = {}
-- form
story.talk_form = "size[8,7.5;]" ..
default.gui_colors .. default.gui_bg .. "label[0,0;%s]"
--story.talk_form = story.talk_form.."image[6,0.0;3,8;story_character_1.png]"
function story.get_talk_form(text)
return string.format(story.talk_form, text)
end
function story.show_dialog(player, text)
local lines = text:split("\n")
for i,t in ipairs(lines) do
minetest.after((i-1)*2.3, function(player, t)
cmsg.push_message_player(player, t)
end, player,t)
end
end
-- hud
story.hud = {}
minetest.register_on_joinplayer(function(player)
if story.generator.players_stories[player:get_player_name()] and story.generator.players_stories[player:get_player_name()].pos then
story.hud[player:get_player_name()] = player:hud_add({
hud_elem_type = "waypoint",
name = "story",
text = "",
number = 0x00FF00,
world_pos = story.generator.players_stories[player:get_player_name()].pos
})
end
story.hud[player:get_player_name()] = player:hud_add({
hud_elem_type = "waypoint",
name = "story",
text = "",
number = 0x00FF00,
world_pos = {x=0,y=0,z=0}
})
end)
-- generator
story.generator = {
parts = {},
dialogs = {},
players_stories = {},
file = minetest.get_worldpath() .. "/story"
}
function story.generator.load_stories()
local input = io.open(story.generator.file, "r")
if input then
local str = input:read("*all")
if str then
if minetest.deserialize(str) then
print("[story] FILE : " .. str)
story.generator.players_stories = minetest.deserialize(str)
end
else
print("[WARNING] story file is empty")
end
io.close(input)
else
print("[ERROR] couldnt find story file")
end
end
function story.generator.save_stories()
if story.generator.players_stories then
local output = io.open(story.generator.file, "w")
local str = minetest.serialize(story.generator.players_stories)
output:write(str)
io.close(output)
end
end
function story.generator.gen_next_step(player)
print("[INFO] generating story...")
if not story.generator.players_stories[player:get_player_name()] then
print("[ERROR][story] could not find players story")
return
end
-- load part
local part = story.generator.players_stories[player:get_player_name()].part
part = story.generator.get_part(story.generator.players_stories[player:get_player_name()].part)
if part then
local next_part = {}
-- run a new part?
if story.generator.players_stories[player:get_player_name()].wait then
next_part = story.generator.run(part, player, story.generator.players_stories[player:get_player_name()].wait_pos+1)
else
next_part = story.generator.run(part, player, 0)
end
--quit
if next_part.quit then
story.generator.players_stories[player:get_player_name()].pos = nil
story.generator.players_stories[player:get_player_name()].part = ""
story.generator.players_stories[player:get_player_name()].wait_for = nil
story.generator.players_stories[player:get_player_name()].wait_pos = 0
story.generator.players_stories[player:get_player_name()].wait = false
print("[story] QUIT")
return
end
-- wait or not?
if next_part.wait then
story.generator.players_stories[player:get_player_name()].wait = true
story.generator.players_stories[player:get_player_name()].wait_pos = next_part.param
story.generator.players_stories[player:get_player_name()].wait_for = next_part.param2
else
story.generator.players_stories[player:get_player_name()].part = next_part.part
story.generator.players_stories[player:get_player_name()].wait_for = nil
story.generator.players_stories[player:get_player_name()].wait = false
story.generator.players_stories[player:get_player_name()].wait_pos = 0
end
-- save
story.generator.save_stories()
else
print("[ERROR][story] could not find part file : " .. (story.generator.players_stories[player:get_player_name()].part or "nothing"))
end
end
function story.generator.new_player(player)
-- adds a new entry to the story database
story.generator.players_stories[player:get_player_name()] = {
part = "",
wait_pos = 0,
wait = false,
wait_for = nil
}
end
function story.generator.get_part(name)
if not name then return end
if name == "" then return end
if not story.generator.parts[name] then
print("[story] loading part : " .. name)
local file = io.open(minetest.get_modpath("story").."/parts/" ..name..".quest", "r")
story.generator.parts[name] = file:read("*all")
io.close(file)
return story.generator.parts[name]
else
print("[story] get part : " .. name)
return story.generator.parts[name]
end
end
function story.generator.get_dialog(name, player)
if not story.generator.dialogs[name] then
local file = io.open(minetest.get_modpath("story").."/parts/" .. (character_editor.language[player:get_player_name()] or "") ..name..".dialog", "r")
story.generator.dialogs[name] = file:read("*all")
io.close(file)
return story.generator.dialogs[name]
else
return story.generator.dialogs[name]
end
end
function story.generator.get_quest(player)
local input = io.open(minetest.get_modpath("story").."/parts/quests.conf", "r")
if input then
local str = input:read("*all")
if str then
local lines = str:split("\n")
for k,v in pairs(lines) do
local var = v:split("=")[1]
local val = (v:split("=")[2]):split(",")
if var == "lvl".. tostring(xp.player_levels[player:get_player_name()] or 1) then
return val[math.random(#val)]
end
end
else
print("[WARNING] quest.conf is empty")
end
io.close(input)
else
print("[ERROR] couldnt find quest.conf")
end
return nil
end
quests.callback = function(player)
print("[quest] done")
if (story.generator.players_stories[player:get_player_name()].wait_for and
story.generator.players_stories[player:get_player_name()].wait_for == "quest") then
story.generator.gen_next_step(player)
end
end
function story.generator.run(part, player, line_pos)
local out = {}
print("[INFO] run script... " .. part)
local lines = part:split("\n")
if not lines then
return ""
end
local i = 0
for k,v in pairs(lines) do
if i > line_pos-1 then
local cmd = v:split(" ")
local operator = cmd[1]
if operator then
print("[INFO] run line... " .. v)
if operator == "$dialog" and cmd[2] then
if story.generator.get_dialog(cmd[2], player) then
story.generator.players_stories[player:get_player_name()].text = story.generator.get_dialog(cmd[2], player)
end
elseif operator == "$create" then
story.generator.show(player, story.generator.players_stories[player:get_player_name()].pos)
elseif operator == "$place" and cmd[2] and cmd[3] then
local place_mode = cmd[2]
local at = cmd[3]
if place_mode == "at" then
if places.pos[at] then
story.generator.players_stories[player:get_player_name()].pos = places.pos[at]
end
elseif place_mode == "near" then
if place_mode == "player" then
if cmd[4] then
local place = minetest:get_player_by_name(cmd[4]):getpos()
story.generator.players_stories[player:get_player_name()].pos = {x=place.x+math.random(-5, 5), y=place.y, z=place.z+math.random(-5, 5)}
else
local place = player:getpos()
story.generator.players_stories[player:get_player_name()].pos = {x=place.x+math.random(-5, 5), y=place.y, z=place.z+math.random(-5, 5)}
end
elseif places.pos[place_mode] then
local place = places.pos[place_mode]
story.generator.players_stories[player:get_player_name()].pos = {x=place.x+math.random(-5, 5), y=place.y, z=place.z+math.random(-5, 5)}
end
else
if places.pos[place_mode] then
story.generator.players_stories[player:get_player_name()].pos = places.pos[cmd[3]]
end
end
elseif operator == "$quest" and cmd[2] and cmd[3] and cmd[4] and cmd[5] and tonumber(cmd[4]) and tonumber(cmd[5]) then
local type = cmd[2]
local node = cmd[3]
local max = tonumber(cmd[4])
local xp = tonumber(cmd[5])
local quest = quests.new(player:get_player_name(), "Story")
quest.xp = xp
if type == "dignode" then
quests.add_dig_goal(quest, type .. " " .. node, node, max)
elseif type == "placenode" then
quests.add_place_goal(quest, type .. " " .. node, node, max)
else
error("Unknown quest type!")
end
quests.add_quest(player:get_player_name(), quest)
elseif operator == "$pos" then
story.generator.players_stories[player:get_player_name()].pos = {x=0,y=10,z=0}
elseif operator == "$next" and cmd[2] then
if cmd[2] == "rnd" then
if cmd[3] and cmd[4] and cmd[5] then
local rnd = math.random(3)
if rnd == 1 then
out = {part=cmd[3], wait=false}
elseif rnd == 2 then
out = {part=cmd[4], wait=false}
else
out = {part=cmd[5], wait=false}
end
elseif cmd[3] and cmd[4] then
local rnd = math.random(2)
if rnd == 1 then
out = {part=cmd[3], wait=false}
else
out = {part=cmd[4], wait=false}
end
else
out = {part=cmd[3], wait=false}
end
else
out = {part=cmd[2], wait=false}
end
return out
elseif operator == "$wait" then
return {cmd="$wait", param=i, wait=true, param2 = cmd[2] or "talk"}
elseif operator == "$spawn" and cmd[2] and cmd[3] then
if places.pos[cmd[3]] then
minetest.add_entity(places.pos[cmd[3]], cmd[2])
end
elseif operator == "$quit" then
out = {part="", wait=false, quit=true}
return out
elseif operator == "$give" and cmd[2] and cmd[3] then
player:get_inventory():add_item("main", cmd[2].. " " .. cmd[3])
end
end
end
i = i +1
end
return out
end
function story.generator.show(player, p)
-- update waypoint
player:hud_remove(story.hud[player:get_player_name()])
story.hud[player:get_player_name()] = player:hud_add({
hud_elem_type = "waypoint",
name = "story",
text = "",
number = 0x00FF00,
world_pos = p
})
if not p then
return
end
minetest.add_entity(p, "story:human")
end
minetest.register_on_newplayer(function(player)
story.generator.new_player(player)
--story.generator.gen_next_step(player)
end)
minetest.register_chatcommand("restart_story", {
params = "",
description = "restarts your story",
privs = {},
func = function(name, text)
local player = minetest.get_player_by_name(name)
if player and player:is_player() then
story.generator.new_player(player)
story.generator.gen_next_step(player)
return true, ""
end
return true, "Error"
end,
})
minetest.register_chatcommand("reset_story", {
params = "",
description = "resets your story",
privs = {},
func = function(name, text)
local player = minetest.get_player_by_name(name)
if player and player:is_player() then
story.generator.new_player(player)
return true, ""
end
return true, "Error"
end,
})
-- human
minetest.register_entity("story:human", {
hp_max = 50,
physical = true,
collisionbox = {-0.4,-1,-0.4, 0.4,1,0.4},
visual = "mesh",
visual_size = {x=1, y=1},
textures = {"character.png",},
mesh = "character.x",
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = true,
makes_footstep_sound = false,
automatic_rotate = true,
speed = 0,
plname = nil,
text = nil,
on_rightclick = function(self, clicker)
if not clicker or not clicker:is_player() then
return
end
if not story.generator.players_stories[clicker:get_player_name()] then
return
end
-- shows the dialog
if story.generator.players_stories[clicker:get_player_name()].pos then
if vector.distance(self.object:getpos(), story.generator.players_stories[clicker:get_player_name()].pos) < 3 then
print("[story] not near story position")
if (story.generator.players_stories[clicker:get_player_name()].wait_for and story.generator.players_stories[clicker:get_player_name()].wait_for == "talk") or not(story.generator.players_stories[clicker:get_player_name()].wait_for) then
story.generator.players_stories[clicker:get_player_name()].wait_for = nil
--minetest.show_formspec(clicker:get_player_name(), "story:story", story.get_talk_form(story.generator.players_stories[clicker:get_player_name()].text))
story.show_dialog(clicker, story.generator.players_stories[clicker:get_player_name()].text)
story.generator.gen_next_step(clicker)
else
print("[story] waiting for something else")
end
-- TODO : delete npc after talking with it (or move it some where else)
end
else
story.generator.players_stories[clicker:get_player_name()].wait_for = nil
story.generator.players_stories[clicker:get_player_name()].part = story.generator.get_quest(clicker)
story.generator.players_stories[clicker:get_player_name()].pos = self.object:getpos()
story.generator.players_stories[clicker:get_player_name()].wait_pos = 0
story.generator.players_stories[clicker:get_player_name()].wait = false
story.generator.gen_next_step(clicker)
end
end,
on_step = function(self, dtime)
self.object:setvelocity({x=0, y=-9.2, z=0})
if math.random(50) == 15 then
self.object:setyaw(math.random(10))
end
end,
})
minetest.register_craftitem("story:human", {
description = "Human",
inventory_image = "story_character_spawn.png",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
local p = pointed_thing.above
p.y = p.y + 0.5
minetest.add_entity(p, "story:human")
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
story.generator.load_stories()