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mirror of https://github.com/SmallJoker/exchange_shop.git synced 2024-11-14 22:50:22 +01:00
exchange_shop/shop_functions.lua
2022-07-10 18:11:15 +03:00

157 lines
4.4 KiB
Lua

local S = exchange_shop.S
-- Tool wear aware replacement for contains_item.
function exchange_shop.list_contains_item(inv, listname, stack)
local count = stack:get_count()
if count == 0 then
return true
end
local list = inv:get_list(listname)
local name = stack:get_name()
local wear = stack:get_wear()
for _, list_stack in ipairs(list) do
if list_stack:get_name() == name and
list_stack:get_wear() <= wear then
if list_stack:get_count() >= count then
return true
else
count = count - list_stack:get_count()
end
end
end
end
-- Tool wear aware replacement for remove_item.
function exchange_shop.list_remove_item(inv, listname, stack)
local wanted_count = stack:get_count()
if wanted_count == 0 then
return stack
end
local list = inv:get_list(listname)
local name = stack:get_name()
local wear = stack:get_wear()
-- Information about the removed stack
-- this includes the metadata of the last taken stack
local taken_stack = ItemStack()
local remaining = wanted_count
local removed_wear = 0
for index, list_stack in ipairs(list) do
if list_stack:get_name() == name and
list_stack:get_wear() <= wear then
-- Only sell better tools (less worn out)
taken_stack = list_stack:take_item(remaining)
inv:set_stack(listname, index, list_stack)
removed_wear = math.max(removed_wear, taken_stack:get_wear())
remaining = remaining - taken_stack:get_count()
if remaining == 0 then
break
end
end
end
-- For oversized stacks, ItemStack:add_item returns a leftover
-- handle the stack count manually to avoid this issue
taken_stack:set_count(wanted_count - remaining)
taken_stack:set_wear(removed_wear)
return taken_stack
end
function exchange_shop.exchange_action(player_inv, shop_inv, pos)
if not shop_inv:is_empty("custm_ej") then
return S("One or multiple ejection fields are filled.") .. " " ..
S("Please empty them or contact the shop owner.")
end
local owner_wants = shop_inv:get_list("cust_ow")
local owner_gives = shop_inv:get_list("cust_og")
-- Check validness of stack "owner wants"
for i1, item1 in ipairs(owner_wants) do
local name1 = item1:get_name()
for i2, item2 in ipairs(owner_wants) do
if name1 == "" then
break
end
if i1 ~= i2 and name1 == item2:get_name() then
return S("The field '@1' can not contain multiple times the same items.",
S("You need")) .. " " .. S("Please contact the shop owner.")
end
end
end
-- Check validness of stack "owner gives"
for i1, item1 in ipairs(owner_gives) do
local name1 = item1:get_name()
for i2, item2 in ipairs(owner_gives) do
if name1 == "" then
break
end
if i1 ~= i2 and name1 == item2:get_name() then
return S("The field '@1' can not contain multiple times the same items.",
S("You give")) .. " " .. S("Please contact the shop owner.")
end
end
end
-- Check for space in the shop
for _, item in ipairs(owner_wants) do
if not shop_inv:room_for_item("custm", item) then
return S("The stock in this shop is full.") .. " " ..
S("Please contact the shop owner.")
end
end
local list_contains_item = exchange_shop.list_contains_item
-- Check availability of the shop's items
for _, item in ipairs(owner_gives) do
if not list_contains_item(shop_inv, "stock", item) then
return S("This shop is sold out.")
end
end
-- Check for space in the player's inventory
for _, item in ipairs(owner_gives) do
if not player_inv:room_for_item("main", item) then
return S("You do not have enough space in your inventory.")
end
end
-- Check availability of the player's items
for _, item in ipairs(owner_wants) do
if not list_contains_item(player_inv, "main", item) then
return S("You do not have the required items.")
end
end
local list_remove_item = exchange_shop.list_remove_item
-- Conditions are ok: (try to) exchange now
local fully_exchanged = true
for _, item in ipairs(owner_wants) do
local stack = list_remove_item(player_inv, "main", item)
if shop_inv:room_for_item("custm", stack) then
shop_inv:add_item("custm", stack)
else
-- Move to ejection field
shop_inv:add_item("custm_ej", stack)
fully_exchanged = false
end
end
for _, item in ipairs(owner_gives) do
local stack = list_remove_item(shop_inv, "stock", item)
if player_inv:room_for_item("main", stack) then
player_inv:add_item("main", stack)
else
minetest.item_drop(stack, nil, pos)
end
end
if not fully_exchanged then
return S("Warning! Stacks are overflowing somewhere!"), true
end
end