Trade: (WIP) Add custom trading dialogues, custom trading offers and code to show the custom trading options.

This commit is contained in:
zorman2000 2017-02-23 07:27:25 -05:00
parent 37d8182bda
commit 1417e35ffb
3 changed files with 184 additions and 32 deletions

View File

@ -24,6 +24,13 @@ npc.dialogue.NEGATIVE_ANSWER_LABEL = "Nevermind"
npc.dialogue.MIN_DIALOGUES = 2
npc.dialogue.MAX_DIALOGUES = 4
npc.dialogue.dialogue_type = {
married = 1,
casual_trade = 2,
dedicated_trade = 3,
custom_trade = 4
}
-- This table contains the answers of dialogue boxes
npc.dialogue.dialogue_results = {
options_dialogue = {},
@ -38,13 +45,10 @@ npc.dialogue.dialogue_results = {
-- Creates and shows a multi-option dialogue based on the number of responses
-- that the dialogue object contains
function npc.dialogue.show_options_dialogue(self,
responses,
is_married_dialogue,
is_casual_trade_dialogue,
casual_trade_type,
is_dedicated_trade_prompt,
dialogue,
dismiss_option_label,
player_name)
local responses = dialogue.responses
local options_length = table.getn(responses) + 1
local formspec_height = (options_length * 0.7) + 0.4
local formspec = "size[7,"..tostring(formspec_height).."]"
@ -63,10 +67,11 @@ function npc.dialogue.show_options_dialogue(self,
-- Create entry on options_dialogue table
npc.dialogue.dialogue_results.options_dialogue[player_name] = {
npc = self,
is_married_dialogue = is_married_dialogue,
is_casual_trade_dialogue = is_casual_trade_dialogue,
casual_trade_type = casual_trade_type,
is_dedicated_trade_prompt = is_dedicated_trade_prompt,
is_married_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.married),
is_casual_trade_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.casual_trade),
is_dedicated_trade_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.dedicated_trade),
is_custom_trade_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.custom_trade),
casual_trade_type = dialogue.casual_trade_type,
options = responses
}
@ -170,6 +175,33 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items
return result
end
-- This function creates a multi-option dialogue from the custom trades that the
-- NPC have.
function npc.dialogue.create_custom_trade_options(self, player)
-- Create the action for each option
local actions = {}
for i = 1, #self.trader_data.custom_trades do
table.insert(actions, function() npc.trade.show_custom_trade_offer(self, player, self.trader_data.custom_trades[i]) end)
end
-- Default text to be shown for dialogue prompt
local text = npc.trade.CUSTOM_TRADES_PROMPT_TEXT
-- Get the options from each custom trade entry
local options = {}
if #self.trader_data.custom_trades == 1 then
table.insert(options, self.trader_data.custom_trades[1].button_prompt)
text = self.trader_data.custom_trades[1].option_prompt
else
for i = 1, #self.trader_data.custom_trades do
table.insert(options, self.trader_data.custom_trades[i].button_prompt)
end
end
-- Create dialogue object
local dialogue = npc.dialogue.create_option_dialogue(text, options, actions)
dialogue.dialogue_type = npc.dialogue.dialogue_type.custom_trade
return dialogue
end
-- This function will choose randomly a dialogue from the NPC data
-- and process it.
function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
@ -196,17 +228,30 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
if chance < 30 then
-- If NPC is a casual trader, show a sell or buy dialogue 30% of the time, depending
-- on the state of the casual trader.
if self.trader_data.trader_status == npc.trade.CASUAL then
-- Show buy/sell with 50% chance each
local buy_or_sell_chance = math.random(1, 2)
if buy_or_sell_chance == 1 then
-- Show casual buy dialogue
dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
else
-- Show casual sell dialogue
dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
end
end
if self.trader_data.trader_status == npc.trade.NONE then
-- Show custom trade options if available
if table.getn(self.trader_data.custom_trades) > 0 then
-- Show custom trade options
dialogue = npc.dialogue.create_custom_trade_options(self, player)
end
elseif self.trader_data.trader_status == npc.trade.CASUAL then
local max_trade_chance = 2
if table.getn(self.trader_data.custom_trades) > 0 then
max_trade_chance = 3
end
-- Show buy/sell with 50% chance each
local trade_chance = math.random(1, max_trade_chance)
if trade_chance == 1 then
-- Show casual buy dialogue
dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
elseif trade_chance == 2 then
-- Show casual sell dialogue
dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
elseif trade_chance == 3 then
-- Show custom trade options
dialogue = npc.dialogue.create_custom_trade_options(self, player)
end
end
elseif chance >= 30 and chance < 90 then
-- Choose a random dialogue from the common ones
dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
@ -215,8 +260,6 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
dialogue = self.dialogues.hints[math.random(1, 4)]
end
minetest.log("Chosen dialogue: "..dump(dialogue))
local dialogue_result = npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
if dialogue_result == false then
-- Try to find another dialogue line
@ -266,11 +309,7 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
if dialogue.responses then
npc.dialogue.show_options_dialogue(
self,
dialogue.responses,
dialogue.is_married_dialogue,
dialogue.casual_trade_type ~= nil,
dialogue.casual_trade_type,
dialogue.is_dedicated_trade_prompt,
dialogue,
npc.dialogue.NEGATIVE_ANSWER_LABEL,
player_name
)
@ -280,6 +319,16 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
return true
end
function npc.dialogue.create_option_dialogue(prompt, options, actions)
local result = {}
result.text = prompt
result.responses = {}
for i = 1, #options do
table.insert(result.responses, {text = options[i], action_type="function", action=actions[i]})
end
return result
end
-----------------------------------------------------------------------------
-- Functions for rotating NPC to look at player
-- (taken from the mobs_redo API)
@ -428,12 +477,17 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
.action(player_response.npc, player)
end
return
elseif player_response.is_dedicated_trade_prompt == true then
elseif player_response.is_dedicated_trade_dialogue == true then
-- Get the functions for a dedicated trader prompt
npc.trade.DEDICATED_TRADER_PROMPT
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
return
elseif player_response.is_custom_trade_dialogue == true then
-- Functions for a custom trade should be available from the same dialogue
-- object as it is created in memory
minetest.log("Player response: "..dump(player_response.options[i]))
player_response.options[i].action(player_response.npc, player)
else
-- Get dialogues for sex and phase
local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]

11
npc.lua
View File

@ -478,7 +478,10 @@ local function npc_spawn(self, pos)
sell = {},
buy = {},
both = {}
}
},
-- Custom trade allows to specify more than one payment
-- and a custom prompt (instead of the usual buy or sell prompts)
custom_trades = {}
}
-- Initialize trading offers for NPC
@ -559,6 +562,12 @@ local function npc_spawn(self, pos)
npc.trade.generate_trade_offers_by_status(ent)
-- Add a custom trade offer
local offer1 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your steel sword?", "Fix steel sword", "Fix steel sword", "default:sword_steel", {"default:sword_steel", "default:iron_lump 5"})
table.insert(ent.trader_data.custom_trades, offer1)
local offer2 = npc.trade.create_custom_sell_trade_offer("Do you want me to fix your mese sword?", "Fix mese sword", "Fix mese sword", "default:sword_mese", {"default:sword_mese", "default:copper_lump 10"})
table.insert(ent.trader_data.custom_trades, offer2)
-- npc.add_action(ent, npc.action.stand, {self = ent})
-- npc.add_action(ent, npc.action.stand, {self = ent})
-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})

View File

@ -19,11 +19,16 @@ npc.trade.results = {
trade_offers = {}
}
-- This is the text to be shown each time the NPC has more
-- than one custom trade options to choose from
npc.trade.CUSTOM_TRADES_PROMPT_TEXT = "Hi there, how can I help you today?"
-- Casual trader NPC dialogues definition
-- Casual buyer
npc.trade.CASUAL_TRADE_BUY_DIALOGUE = {
text = "I'm looking to buy some items, are you interested?",
casual_trade_type = npc.trade.OFFER_BUY,
dialogue_type = npc.dialogue.dialogue_type.casual_trade,
responses = {
[1] = {
text = "Sell",
@ -39,6 +44,7 @@ npc.trade.CASUAL_TRADE_BUY_DIALOGUE = {
-- Casual seller
npc.trade.CASUAL_TRADE_SELL_DIALOGUE = {
text = "I have some items to sell, are you interested?",
dialogue_type = npc.dialogue.dialogue_type.casual_trade,
casual_trade_type = npc.trade.OFFER_SELL,
responses = {
[1] = {
@ -55,7 +61,7 @@ npc.trade.CASUAL_TRADE_SELL_DIALOGUE = {
-- Dedicated trade dialogue prompt
npc.trade.DEDICATED_TRADER_PROMPT = {
text = "Hello there, would you like to trade?",
is_dedicated_trade_prompt = true,
dialogue_type = npc.dialogue.dialogue_type.dedicated_trade,
responses = {
[1] = {
text = "Buy",
@ -72,6 +78,15 @@ npc.trade.DEDICATED_TRADER_PROMPT = {
action = function(self, player)
npc.trade.show_dedicated_trade_formspec(self, player, npc.trade.OFFER_BUY)
end
},
[3] = {
text = "Other",
action_type = "function",
response_id = 3,
action = function(self, player)
local dialogue = npc.dialogue.create_custom_trade_options(self, player)
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
end
}
}
}
@ -136,9 +151,14 @@ function npc.trade.show_dedicated_trade_formspec(self, player, offers_type)
"label[0.2,0.05;Click on the price button to "..menu_offer_type.." item]"
for i = 1, #offers do
local price_item_name = minetest.registered_items[npc.get_item_name(offers[i].price)].description
local count_label = ""
if npc.get_item_count(offers[i].item) > 1 then
count_label = "label["..(current_x + 1.35)..","..(current_y + 1)..";"..npc.get_item_count(offers[i].item).."]"
end
formspec = formspec..
"box["..current_x..","..current_y..";2,2.3;#212121]"..
"item_image["..(current_x + 0.45)..","..(current_y + 0.15)..";1.3,1.3;"..npc.get_item_name(offers[i].item).."]"..
count_label..
"item_image_button["..(current_x + 1.15)..","..(current_y + 1.4)..";1,1;"..offers[i].price..";price"..i..";]"..
"label["..(current_x + 0.15)..","..(current_y + 1.7)..";Price]"
current_x = current_x + 2.1
@ -163,6 +183,59 @@ function npc.trade.show_dedicated_trade_formspec(self, player, offers_type)
end
-- For the moment, the trade offer for custom trade is always of sell type
function npc.trade.show_custom_trade_offer(self, player, offer)
local for_string = "for"
-- Create payments grid. Try to center it. When there are 4
-- payment options, a grid is to be displayed.
local price_count = #offer.price
local start_x = 2
local margin_x = 0
local start_y = 1.45
if price_count == 2 then
start_x = 1.5
margin_x = 0.3
elseif price_count == 3 then
start_x = 1.15
margin_x = 0.85
elseif price_count == 4 then
start_x = 1.5
start_y = 0.8
margin_x = 0.3
end
-- Create payment grid
local price_grid = ""
for i = 1, #offer.price do
price_grid = price_grid.."item_image_button["..start_x..","..start_y..";1,1;"..offer.price[i]..";price"..i..";]"
if #offer.price == 4 and i == 2 then
start_x = 1.5
start_y = start_y + 1
else
start_x = start_x + 1
end
end
local formspec = "size[8,4]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"label[2,0.1;"..self.nametag..": "..offer.dialogue_prompt.."]"..
price_grid..
"label["..(margin_x + 3.75)..",1.75;"..for_string.."]"..
"item_image_button["..(margin_x + 4.8)..",1.3;1.2,1.2;"..offer.item..";item;]"..
"button_exit[1,3.3;2.9,0.5;yes_option;"..offer.button_prompt.."]"..
"button_exit[4.1,3.3;2.9,0.5;no_option;"..npc.dialogue.NEGATIVE_ANSWER_LABEL.."]"
-- Create entry into results table
npc.trade.results.single_trade_offer[player:get_player_name()] = {
trade_offer = trade_offer,
npc = self
}
-- Show formspec to player
minetest.show_formspec(player:get_player_name(), "advanced_npc:trade_offer", formspec)
end
function npc.trade.get_random_trade_status()
local chance = math.random(1,10)
@ -309,7 +382,7 @@ function npc.trade.get_dedicated_trade_offers(self)
if item ~= nil and trade_info.last_offer_type ~= npc.trade.OFFER_BUY then
-- Create sell offer for this item. Currently, traders will offer to sell only
-- of their items to allow the fine control for players to buy what they want.
-- one of their items to allow the fine control for players to buy what they want.
-- This requires, however, that the trade offers are re-generated everytime a
-- sell is made.
table.insert(offers.sell, npc.trade.create_offer(
@ -409,6 +482,23 @@ function npc.trade.create_offer(offer_type, item, price, min_price_item_count, c
end
-- A custom sell trade offer is a special type of trading the NPC can
-- have where a different prompt and multiple payment objects are
-- required from the player. A good example is offering to repair a sword,
-- where the player has to give an amount of currency and the sword to
-- repair in exchange to get a fully repaired sword.
-- For the moment being, only sell is supported.
function npc.trade.create_custom_sell_trade_offer(option_prompt, dialogue_prompt, button_prompt, item, payments)
return {
offer_type = npc.OFFER_SELL,
option_prompt = option_prompt,
dialogue_prompt = dialogue_prompt,
button_prompt = button_prompt,
item = item,
price = payments
}
end
-- TODO: This method needs to be refactored to be able to manage
-- both NPC inventories and chest inventories.
@ -475,7 +565,6 @@ function npc.trade.perform_trade(self, player_name, offer)
end
end
-- Handler for chat formspec
minetest.register_on_player_receive_fields(function (player, formname, fields)
-- Additional checks for other forms should be handled here