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form.missionblock_stepeditor.lua
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form.missionblock_stepeditor.lua
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local FORMNAME = "mission_block_stepeditor"
missions.form.missionblock_stepeditor = function(pos, node, player)
local meta = minetest.get_meta(pos)
local selected_step = missions.get_selected_list_item(player)
local steps = missions.get_steps(pos)
-- steps list
local steps_list = "textlist[0,1;5,6;steps;"
for i,step in ipairs(steps) do
steps_list = steps_list .. i .. ": " .. minetest.formspec_escape(step.name)
if i < #steps then
steps_list = steps_list .. ","
end
end
steps_list = steps_list .. ";" .. selected_step .. "]";
local formspec = "size[8,8;]" ..
--left
"label[0,0;Mission editor]" ..
"button[5.5,1;2,1;add;Add]" ..
"button[5.5,2;2,1;edit;Edit]" ..
"button[5.5,3;2,1;up;Up]" ..
"button[5.5,4;2,1;down;Down]" ..
"button[5.5,5;2,1;remove;Remove]" ..
steps_list ..
"button_exit[0,7;8,1;save;Save and validate]" ..
missions.FORMBG
minetest.show_formspec(player:get_player_name(),
FORMNAME .. ";" .. minetest.pos_to_string(pos),
formspec
)
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
local parts = formname:split(";")
local name = parts[1]
if name ~= FORMNAME then
return
end
local pos = minetest.string_to_pos(parts[2])
local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
if not missions.check_owner(pos, player) then
return
end
if fields.add then
missions.form.newstep(pos, node, player)
return true
end
if fields.remove then
local steps = missions.get_steps(pos)
local selected_step = missions.get_selected_list_item(player)
local last_step = selected_step == #steps
table.remove(steps, selected_step)
missions.set_steps(pos, steps)
missions.form.missionblock_stepeditor(pos, node, player)
if last_step then
missions.set_selected_list_item(player, math.max(selected_step - 1, 1))
end
return true
end
if fields.edit then
local stepnumber = missions.get_selected_list_item(player)
local steps = missions.get_steps(pos)
local step = steps[stepnumber]
if step then
local stepdata = step.data
missions.show_step_editor(pos, node, player, stepnumber, step, stepdata)
end
end
if fields.up then
local steps = missions.get_steps(pos)
local selected_step = missions.get_selected_list_item(player)
if selected_step > 1 then
local tmp = steps[selected_step-1]
steps[selected_step-1] = steps[selected_step]
steps[selected_step] = tmp
missions.set_steps(pos, steps)
missions.set_selected_list_item(player, selected_step - 1)
end
missions.form.missionblock_stepeditor(pos, node, player)
end
if fields.down then
local steps = missions.get_steps(pos)
local selected_step = missions.get_selected_list_item(player)
if selected_step < #steps then
local tmp = steps[selected_step+1]
steps[selected_step+1] = steps[selected_step]
steps[selected_step] = tmp
missions.set_steps(pos, steps)
missions.set_selected_list_item(player, selected_step + 1)
end
missions.form.missionblock_stepeditor(pos, node, player)
end
if fields.steps then
parts = fields.steps:split(":")
if parts[1] == "CHG" then
local selected_step = tonumber(parts[2])
missions.set_selected_list_item(player, selected_step)
end
end
if fields.save then
local result = missions.validate_mission(pos, player)
if result.success then
meta:set_string("infotext", "Mission: " .. meta:get_string("name"))
minetest.chat_send_player(player:get_player_name(), "Mission valid")
else
meta:set_string("infotext", "Mission: (invalid: " .. result.msg .. ")")
minetest.chat_send_player(player:get_player_name(), "Mission invalid: " .. result.msg)
end
end
end)