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mods/awards/README.md
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mods/awards/README.md
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# Awards
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Adds awards/achievements to Minetest (plus a very good API).
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by [rubenwardy](https://rubenwardy.com), licensed under MIT.
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With thanks to Wuzzy, kaeza, and MrIbby.
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Majority of awards are back ported from Calinou's old fork in Carbone, under same license.
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# Introduction
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## Awards and Triggers
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An award is a single unlockable unit, registered like so:
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```lua
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awards.register_award("mymod:award", {
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description = "My Example Award",
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})
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```
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Awards are unlocked either using `awards.unlock()` or by a trigger being
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fullfilled. A trigger is a condition which unlocks an award. Triggers are
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registered at the same time as an award is registered:
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```lua
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awards.register_award("mymod:award", {
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description = "My Example Award",
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trigger = {
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type = "dig",
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node = "default:stone",
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target = 10,
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},
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})
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```
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The above trigger type is an example of a counted_key trigger:
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rather than a single counter there's a counter per key - in this
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case the key is the value of the `node` field.
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If you leave out the key in a `counted_key` trigger, then the total will be used
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instead. For example, here is an award which unlocks after you've placed 10
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nodes of any type:
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```lua
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awards.register_award("mymod:award", {
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description = "Place 10 nodes!",
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trigger = {
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type = "place",
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target = 10,
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},
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})
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```
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You can also register an *Unlock Function*, which can return the name of an
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award to unlock it:
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```lua
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awards.register_award("mymod:award", {
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title = "Lava Miner",
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description = "Mine any block while being very close to lava.",
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})
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awards.register_on_dig(function(player, data)
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local pos = player:get_pos()
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if pos and (minetest.find_node_near(pos, 1, "default:lava_source") or
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minetest.find_node_near(pos, 1, "default:lava_flowing")) then
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return "mymod:award"
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end
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return nil
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end)
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```
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The above is a bad example as you don't actually need the stats data given.
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It would be better to register a `dignode` callback and call `awards.unlock()`
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if the condition is met.
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## Trigger Types
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The trigger type is used to determine which event will cause the trigger will be
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fulfilled. The awards mod comes with a number of predefined types, documented
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in [Builtin Trigger Types](#builtin-trigger-types).
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Trigger types are registered like so:
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```lua
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awards.register_trigger("chat", {
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type = "counted",
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progress = "@1/@2 chat messages",
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auto_description = { "Send a chat message", "Chat @1 times" },
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})
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minetest.register_on_chat_message(function(name, message)
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local player = minetest.get_player_by_name(name)
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if not player or string.find(message, "/") then
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return
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end
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awards.notify_chat(player)
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end)
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```
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A trigger type has a type as well, which determines how the data is stored and
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also how the trigger is fulfilled.
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**Trigger Type Types:**
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* **custom** requires you handle the calling of awards.unlock() yourself. You also
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need to implement on_register() yourself. You'll also probably want to implement
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`on_register()` to catch awards registered with your trigger type.
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* **counted** stores a single counter for each player which is incremented by calling
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`trigger:notify(player)`. Good for homogenous actions like number of chat messages,
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joins, and the like.
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* **counted_key** stores a table of counters each indexed by a key. There is also
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a total field (`__total`) which stores the sum of all counters. A counter is
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incremented by calling `trigger:notify(player, key)`. This is good for things like
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placing nodes or crafting items, where the key will be the item or node name.
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If `key` is an item, then you should also add `key_is_item = true` to the
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trigger type definition.
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As said, you could use a custom trigger if none of the other ones match your needs.
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Here's an example.
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```lua
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awards.register_trigger("foo", {
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type = "custom",
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progress = "@1/@2 foos",
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auto_description = { "Do a foo", "Foo @1 times" },
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on_register = function(self, award)
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print(award.name .. " was registered with foo trigger type")
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end,
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})
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minetest.register_on_foo(function()
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for _, trigger in pairs(awards.on.foo) do
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-- trigger is either a trigger tables or
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-- or an unlock function.
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-- some complex logic
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if condition then
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awards.unlock(trigger)
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end
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end
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end)
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```
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## Award Difficulty
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Difficulty is used to determine how awards are sorted in awards lists.
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If the award trigger is counted, ie: the trigger requires a `target` property,
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then the difficulty multipler is timesd by `target` to get the overall difficulty.
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If the award isn't a counted type then the difficulty multiplier is used as the
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overal difficulty. Award difficulty affects how awards are sorted in a list -
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more difficult awards are further down the list.
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In real terms, `difficulty` is a relative difficulty to do one unit of the trigger
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if its counted, otherwise it's the relative difficulty of completely doing the
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award (if not-counted). For the `dig` trigger type, 1 unit would be 1 node dug.
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Actual code used to calculate award difficulty:
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```lua
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local difficulty = def.difficulty or 1
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if def.trigger and def.trigger.target then
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difficulty = difficulty * def.trigger.target
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end
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```
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# API
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## Awards
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* `awards.register_award(name, def)`, the def table has the following fields:
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* `title` - title of the award (defaults to name)
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* `description` - longer description of the award, displayed in Awards tab
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* `difficulty` - see [Award Difficulty](#award-difficulty).
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* `requires` - list of awards that need to be unlocked before this one
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is visible.
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* `prizes` - list of items to give when you earn the award
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* `secret` - boolean if this award is secret (i.e. showed on awards list)
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* `sound` - `SimpleSoundSpec` table to play on unlock.
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`false` to disable unlock sound.
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* `icon` - the icon image. Defaults to `awards_unknown.png`.
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* `hud_background` - the background image used in the HUD to contain the text and icon.
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Defaults to `awards_bg_default.png`.
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* `trigger` - trigger definition, see [Builtin Trigger Types](#builtin-trigger-types).
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* `on_unlock(name, def)` - callback on unlock.
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* `awards.registered_awards` - table of award name to definition.
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* `awards.register_on_unlock(func(name, def))`
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* `name` is the player name
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* `def` is the award def.
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* return true to cancel HUD from appearing.
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* `awards.unlock(player_name, award_name)`
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* gives an award to a player
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* `awards.remove(player_name, award_name)`
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* removes an award from a player
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* `awards.get_award_states(player_name)`
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* Returns list of tables, sorted by `score`, each having the fields:
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```lua
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{
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name = "mymod:awardname",
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def = {}, -- Award definition
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unlocked = true, -- Whether award has been unlocked
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started = true, -- Whether any progress has been made
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score = 0, -- Score used in sorting
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-- Either a table or nil
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-- Will be nil if progress is indeterminable or
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-- if the award is unlocked
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progress = {
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current = 5,
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target = 10,
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label = "label", -- Label to show over progress bar
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}
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}
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```
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## Triggers
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* `awards.register_trigger(name, def)`, the def table has the following fields:
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* `type` - see trigger type types in [Trigger Types](#trigger-types).
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* `progress` - used to format progress, defaults to "%1/%2".
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* `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.
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* `on_register(self, award_def)` - called when an award registers with this type.
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* "counted_key" only:
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* `auto_description_total` - Used if the trigger is for the total.
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* `get_key(self, def)` - get key for particular award, return nil for a total.
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* `key_is_item` - true if the key is an item name. On notify(),
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any watched groups will also be notified as `group:groupname` keys.
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* `awards.registered_triggers` - table of trigger name to definition.
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## Builtin Trigger Types
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Callbacks (register a function to be run)
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* dig type: Dig a node.
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* node: the dug node type. If nil, all dug nodes are counted
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* place type: Place a node.
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* node: the placed node type. If nil, all placed nodes are counted
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* craft type: Craft something.
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* item: the crafted item type. If nil, all crafted items are counted
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* death type: Die.
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* reason: the death reason, one of the types in PlayerHPChangeReason (see lua_api.txt)
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or nil for total deaths.
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* chat type: Write a chat message.
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* join type: Join the server.
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* eat type: Eat an item.
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* item: the eaten item type. If nil, all eaten items are counted
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(for all types) target - how many times to dig/place/craft/etc.
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Each type has a register function like so:
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* awards.register_on_TRIGGERTYPE(func(player, data))
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* data is the player stats data
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* return award name or null
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### dig
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```lua
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trigger = {
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type = "dig",
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node = "default:dirt", -- item, alias, or group
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target = 50,
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}
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```
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### place
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```lua
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trigger = {
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type = "place",
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node = "default:dirt", -- item, alias, or group
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target = 50,
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}
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```
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### craft
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```lua
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trigger = {
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type = "craft",
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item = "default:dirt", -- item, alias, or group
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target = 50,
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}
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```
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### death
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```lua
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trigger = {
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type = "death",
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reason = "fall",
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target = 5,
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}
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```
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### chat
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```lua
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trigger = {
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type = "chat",
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target = 100,
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}
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```
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### join
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```lua
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trigger = {
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type = "join",
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target = 100,
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}
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```
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### eat
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```lua
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trigger = {
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type = "eat",
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item = "default:apple",
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target = 100,
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}
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```
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