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| -rw-r--r-- | README.md | 343 | 
1 files changed, 226 insertions, 117 deletions
@@ -7,123 +7,223 @@ With thanks to Wuzzy, kaeza, and MrIbby.  Majority of awards are back ported from Calinou's old fork in Carbone, under same license. -# API -## Registering Awards -```lua -awards.register_award("mymod:myaward", { -	description = "The title of the award", -	-- Optional: -	difficulty = 1.0, -- Difficulty multipler -	requires = { "amod:an_award" }, -- don't show this award or allow it to be unlocked -									-- until required awards are unlocked -	sound = {}, -- SimpleSoundSpec or false to play no sound -	            -- if not provided, uses default sound -	image = "icon_image.png", -- uses default icon otherwise -	background = "background_image.png", -- uses default background otherwise -	trigger = { -- is only unlocked by direct calls to awards.unlock() otherwise -		type = "trigger_type", -		-- see specific docs on the trigger to see what else goes here -	}, -	-- Callback. award_def is this table (plus some additional methods/members added by register_award) -	on_unlock = function(name, award_def) end, + + + + + + + + + +# Introduction + +## Awards and Triggers + +An award is a single unlockable unit, registered like so: + +```lua +awards.register_award("mymod:award", { +	description = "My Example Award",  })  ``` -If the award is counted, ie: there's a trigger.target property, then the difficulty -multipler is timesd by target to get the overal 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. +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: -Actual code used to calculate award difficulty: +```lua +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:  ```lua -local difficulty = def.difficulty or 1 -if def.trigger and def.trigger.target then -	difficulty = difficulty * def.trigger.target -end +awards.register_award("mymod:award", { +	description = "Place 10 nodes!", +	trigger = { +		type   = "place", +		target = 10, +	}, +})  ``` -## Registering Trigger Types +You can also register an *Unlock Function*, which can return the name of an +award to unlock it:  ```lua -local trigger = awards.register_trigger(name, { -	type = "", -- type of trigger, defaults to custom +awards.register_award("mymod:award", { +	title = "Lava Miner", +	description = "Mine any block while being very close to lava.", +}) -	progress = "%2/%2" -	auto_description = { "Mine: @2", "Mine: @1×@2" }, +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) +``` -	on_register = function(self, def) 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. -	-- "counted_key" only, when no key is given (ie: a total) -	auto_description_total = { "Mine @1 block.", "Mine @1 blocks." }, +## Trigger Types -	-- "counted_key" only, get key for particular award - return nil for a total -	get_key = function(self, def) -		return minetest.registered_aliases[def.trigger.node] or def.trigger.node -	end, +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](#builtin-trigger-types). -	-- "counted_key" only, true if the key is an item name. On notify(), -	--   any watched groups will also be notified as `group:groupname` keys. -	key_is_item = true, +Trigger types are registered like so: + +```lua +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)  ``` -Types: +A trigger type has a type as well, which determines how the data is stored and +also how the trigger is fulfilled. -* "custom" requires you handle the calling of awards.unlock() yourself. You also -  need to implement on_register() yourself. -* "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, +**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 +* **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 calling trigger:notify(player, key). This is good for things like +  incremented by calling `trigger:notify(player, key)`. This is good for things like    placing nodes or crafting items, where the key will be the item or node name. +  If `key` is an item, then you should also add `key_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. + +```lua +awards.register_trigger("foo", { +	type             = "counted", +	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. -## Helper Functions +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: + +```lua +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: +	* `description` - the title of the award. Required. +	* `difficulty` - see [Award Difficulty](#award-difficulty). +	* `requires` - list of awards that need to be unlocked before this one +		is visible. +	* `sound` - `SimpleSoundSpec` table to play on unlock. +		`false` to disable unlock sound. +	* `image` - the icon image, use default otherwise. +	* `background` - the background image, use default otherwise. +	* `trigger` - trigger definition, see [Builtin Trigger Types](#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](#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 as `group: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 -# Included in the Mod - -The API, above, allows you to register awards -and triggers (things that look for events and unlock awards, they need -to be registered in order to get details from award_def.trigger). - -However, all awards and triggers are separate from the API. -They can be found in init.lua and triggers.lua - -## Triggers +## Builtin Trigger Types  Callbacks (register a function to be run) -"dig", "place", "craft", "death", "chat", "join" or "eat"  * 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 -* eat type: Eat an item. -	* item: the eaten item type. If nil, all eaten items are counted  * craft type: Craft something.  	* item: the crafted item type. If nil, all crafted items are counted  * death type: Die. @@ -131,72 +231,81 @@ Callbacks (register a function to be run)  				or nil for total deaths.  * chat type: Write a chat message.  * join type: Join the server. -* (for all types) target - how many times to dig/place/craft/etc. -* See Triggers +* 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", -		target = 50, -	} +```lua +trigger = { +	type   = "dig", +	node   = "default:dirt", -- item, alias, or group +	target = 50, +} +```  ### place -	trigger = { -		type   = "place", -		node   = "default:dirt", -		target = 50, -	} +```lua +trigger = { +	type   = "place", +	node   = "default:dirt", -- item, alias, or group +	target = 50, +} +``` + +### craft + +```lua +trigger = { +	type   = "craft", +	node   = "default:dirt", -- item, alias, or group +	target = 50, +} +```  ### death -	trigger = { -		type   = "death", -		reason = "fall", -		target = 5, -	} +```lua +trigger = { +	type   = "death", +	reason = "fall", +	target = 5, +} +```  ### chat -	trigger = { -		type   = "chat", -		target = 100, -	} +```lua +trigger = { +	type   = "chat", +	target = 100, +} +```  ### join -	trigger = { -		type   = "join", -		target = 100, -	} +```lua +trigger = { +	type   = "join", +	target = 100, +} +```  ### eat -	trigger = { -		type   = "eat", -		item   = "default:apple", -		target = 100, -	} - -## Callbacks relating to triggers - -* awards.register_on_dig(func(player, data)) -	* data is player data (see below) -	* return award name or null -* awards.register_on_place(func(player, data)) -	* data is player data (see below) -	* return award name or null -* awards.register_on_eat(func(player, data)) -	* data is player data (see below) -	* return award name or null -* awards.register_on_death(func(player, data)) -	* data is player data (see below) -	* return award name or null -* awards.register_on_chat(func(player, data)) -	* data is player data (see below) -	* return award name or null -* awards.register_on_join(func(player, data) -	* data is player data (see below) -	* return award name or null +```lua +trigger = { +	type   = "eat", +	item   = "default:apple", +	target = 100, +} +```  | 
