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settingtypes.txt |
Awards
Adds awards/achievements to Minetest (plus a very good API).
by rubenwardy, licensed under MIT. With thanks to Wuzzy, kaeza, and MrIbby.
Majority of awards are back ported from Calinou's old fork in Carbone, under same license.
Introduction
Awards and Triggers
An award is a single unlockable unit, registered like so:
awards.register_award("mymod:award", {
description = "My Example Award",
})
Awards are unlocked either using awards.unlock()
or by a trigger being
fullfilled. A trigger is a condition which unlocks an award. Triggers are
registered at the same time as an award is registered:
awards.register_award("mymod:award", {
description = "My Example Award",
trigger = {
type = "dig",
node = "default:stone",
target = 10,
},
})
The above trigger type is an example of a counted_key trigger:
rather than a single counter there's a counter per key - in this
case the key is the value of the node
field. If you leave out
the key in a counted_key
trigger, then the total will be used
instead. For example, here is an award which unlocks after you've
placed 10 nodes of any type:
awards.register_award("mymod:award", {
description = "Place 10 nodes!",
trigger = {
type = "place",
target = 10,
},
})
You can also register an Unlock Function, which can return the name of an award to unlock it:
awards.register_award("mymod:award", {
title = "Lava Miner",
description = "Mine any block while being very close to lava.",
})
awards.register_on_dig(function(player, data)
local pos = player:get_pos()
if pos and (minetest.find_node_near(pos, 1, "default:lava_source") or
minetest.find_node_near(pos, 1, "default:lava_flowing")) then
return "mymod:award"
end
return nil
end)
The above is a bad example as you don't actually need the stats data given.
It would be better to register a dignode
callback and call awards.unlock()
if the condition is met.
Trigger Types
The trigger type is used to determine which event will cause the trigger will be fulfilled. The awards mod comes with a number of predefined types, documented in Builtin Trigger Types.
Trigger types are registered like so:
awards.register_trigger("chat", {
type = "counted",
progress = "@1/@2 chat messages",
auto_description = { "Send a chat message", "Chat @1 times" },
})
minetest.register_on_chat_message(function(name, message)
local player = minetest.get_player_by_name(name)
if not player or string.find(message, "/") then
return
end
awards.notify_chat(player)
end)
A trigger type has a type as well, which determines how the data is stored and also how the trigger is fulfilled.
Trigger Type Types:
- custom requires you handle the calling of awards.unlock() yourself. You also
need to implement on_register() yourself. You'll also probably want to implement
on_register()
to catch awards registered with your trigger type. - counted stores a single counter for each player which is incremented by calling
trigger:notify(player)
. Good for homogenous actions like number of chat messages, joins, and the like. - counted_key stores a table of counters each indexed by a key. There is also
a total field (
__total
) which stores the sum of all counters. A counter is incremented by callingtrigger:notify(player, key)
. This is good for things like placing nodes or crafting items, where the key will be the item or node name. Ifkey
is an item, then you should also addkey_is_item = true
to the trigger type definition.
As said, you could use a custom trigger if none of the other ones match your needs. Here's an example.
awards.register_trigger("foo", {
type = "custom",
progress = "@1/@2 foos",
auto_description = { "Do a foo", "Foo @1 times" },
})
minetest.register_on_foo(function()
for _, trigger in pairs(awards.on.foo) do
-- trigger is either a trigger tables or
-- or an unlock function.
-- some complex logic
if condition then
awards.unlock(trigger)
end
end
end)
Award Difficulty
Difficulty is used to determine how awards are sorted in awards lists.
If the award trigger is counted, ie: the trigger requires a target
property,
then the difficulty multipler is timesd by target
to get the overall difficulty.
If the award isn't a counted type then the difficulty multiplier is used as the
overal difficulty. Award difficulty affects how awards are sorted in a list -
more difficult awards are further down the list.
In real terms, difficulty
is a relative difficulty to do one unit of the trigger
if its counted, otherwise it's the relative difficulty of completely doing the
award (if not-counted). For the dig
trigger type, 1 unit would be 1 node dug.
Actual code used to calculate award difficulty:
local difficulty = def.difficulty or 1
if def.trigger and def.trigger.target then
difficulty = difficulty * def.trigger.target
end
API
- awards.register_award(name, def), the def table has the following fields:
title
- title of the award (defaults to name)description
- longer description of the award, displayed in Awards tabdifficulty
- see Award Difficulty.requires
- list of awards that need to be unlocked before this one is visible.prizes
- list of items to give when you earn the awardsecret
- boolean if this award is secret (i.e. showed on awards list)sound
-SimpleSoundSpec
table to play on unlock.false
to disable unlock sound.icon
- the icon image, use default otherwise.background
- the background image, use default otherwise.trigger
- trigger definition, see Builtin Trigger Types.on_unlock(name, def)
- callback on unlock.
- awards.register_trigger(name, def), the def table has the following fields:
type
- see Trigger Types.progress
- used to format progress, defaults to "%1/%2".auto_description
- a table of two elements. Each element is a format string. Element 1 is singular, element 2 is plural. Used for the award description (not title) if none is given.on_register(award_def)
- called when an award registers with this type.- "counted_key" only:
auto_description_total
- Used if the trigger is for the total.get_key(self, def)
- get key for particular award, return nil for a total.key_is_item
- true if the key is an item name. On notify(), any watched groups will also be notified asgroup:groupname
keys.
- awards.register_on_unlock(func(name, def))
- name is the player name
- def is the award def.
- return true to cancel HUD
- awards.unlock(name, award)
- gives an award to a player
- name is the player name
Builtin Trigger Types
Callbacks (register a function to be run)
- dig type: Dig a node.
- node: the dug node type. If nil, all dug nodes are counted
- place type: Place a node.
- node: the placed node type. If nil, all placed nodes are counted
- craft type: Craft something.
- item: the crafted item type. If nil, all crafted items are counted
- death type: Die.
- reason: the death reason, one of the types in PlayerHPChangeReason (see lua_api.txt) or nil for total deaths.
- chat type: Write a chat message.
- join type: Join the server.
- eat type: Eat an item.
- item: the eaten item type. If nil, all eaten items are counted
(for all types) target - how many times to dig/place/craft/etc.
Each type has a register function like so:
- awards.register_on_TRIGGERTYPE(func(player, data))
- data is the player stats data
- return award name or null
dig
trigger = {
type = "dig",
node = "default:dirt", -- item, alias, or group
target = 50,
}
place
trigger = {
type = "place",
node = "default:dirt", -- item, alias, or group
target = 50,
}
craft
trigger = {
type = "craft",
item = "default:dirt", -- item, alias, or group
target = 50,
}
death
trigger = {
type = "death",
reason = "fall",
target = 5,
}
chat
trigger = {
type = "chat",
target = 100,
}
join
trigger = {
type = "join",
target = 100,
}
eat
trigger = {
type = "eat",
item = "default:apple",
target = 100,
}