Trade: (WIP) Add custom trading dialogues, custom trading offers and code to show the custom trading options.
This commit is contained in:
parent
37d8182bda
commit
1417e35ffb
96
dialogue.lua
96
dialogue.lua
@ -24,6 +24,13 @@ npc.dialogue.NEGATIVE_ANSWER_LABEL = "Nevermind"
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npc.dialogue.MIN_DIALOGUES = 2
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npc.dialogue.MAX_DIALOGUES = 4
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npc.dialogue.dialogue_type = {
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married = 1,
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casual_trade = 2,
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dedicated_trade = 3,
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custom_trade = 4
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}
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-- This table contains the answers of dialogue boxes
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npc.dialogue.dialogue_results = {
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options_dialogue = {},
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@ -38,13 +45,10 @@ npc.dialogue.dialogue_results = {
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-- Creates and shows a multi-option dialogue based on the number of responses
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-- that the dialogue object contains
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function npc.dialogue.show_options_dialogue(self,
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responses,
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is_married_dialogue,
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is_casual_trade_dialogue,
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casual_trade_type,
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is_dedicated_trade_prompt,
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dialogue,
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dismiss_option_label,
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player_name)
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local responses = dialogue.responses
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local options_length = table.getn(responses) + 1
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local formspec_height = (options_length * 0.7) + 0.4
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local formspec = "size[7,"..tostring(formspec_height).."]"
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@ -63,10 +67,11 @@ function npc.dialogue.show_options_dialogue(self,
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-- Create entry on options_dialogue table
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npc.dialogue.dialogue_results.options_dialogue[player_name] = {
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npc = self,
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is_married_dialogue = is_married_dialogue,
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is_casual_trade_dialogue = is_casual_trade_dialogue,
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casual_trade_type = casual_trade_type,
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is_dedicated_trade_prompt = is_dedicated_trade_prompt,
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is_married_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.married),
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is_casual_trade_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.casual_trade),
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is_dedicated_trade_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.dedicated_trade),
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is_custom_trade_dialogue = (dialogue.dialogue_type == npc.dialogue.dialogue_type.custom_trade),
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casual_trade_type = dialogue.casual_trade_type,
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options = responses
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}
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@ -170,6 +175,33 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items
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return result
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end
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-- This function creates a multi-option dialogue from the custom trades that the
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-- NPC have.
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function npc.dialogue.create_custom_trade_options(self, player)
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-- Create the action for each option
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local actions = {}
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for i = 1, #self.trader_data.custom_trades do
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table.insert(actions, function() npc.trade.show_custom_trade_offer(self, player, self.trader_data.custom_trades[i]) end)
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end
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-- Default text to be shown for dialogue prompt
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local text = npc.trade.CUSTOM_TRADES_PROMPT_TEXT
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-- Get the options from each custom trade entry
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local options = {}
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if #self.trader_data.custom_trades == 1 then
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table.insert(options, self.trader_data.custom_trades[1].button_prompt)
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text = self.trader_data.custom_trades[1].option_prompt
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else
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for i = 1, #self.trader_data.custom_trades do
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table.insert(options, self.trader_data.custom_trades[i].button_prompt)
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end
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end
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-- Create dialogue object
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local dialogue = npc.dialogue.create_option_dialogue(text, options, actions)
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dialogue.dialogue_type = npc.dialogue.dialogue_type.custom_trade
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return dialogue
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end
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-- This function will choose randomly a dialogue from the NPC data
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-- and process it.
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function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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@ -196,15 +228,28 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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if chance < 30 then
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-- If NPC is a casual trader, show a sell or buy dialogue 30% of the time, depending
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-- on the state of the casual trader.
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if self.trader_data.trader_status == npc.trade.CASUAL then
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if self.trader_data.trader_status == npc.trade.NONE then
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-- Show custom trade options if available
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if table.getn(self.trader_data.custom_trades) > 0 then
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-- Show custom trade options
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dialogue = npc.dialogue.create_custom_trade_options(self, player)
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end
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elseif self.trader_data.trader_status == npc.trade.CASUAL then
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local max_trade_chance = 2
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if table.getn(self.trader_data.custom_trades) > 0 then
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max_trade_chance = 3
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end
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-- Show buy/sell with 50% chance each
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local buy_or_sell_chance = math.random(1, 2)
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if buy_or_sell_chance == 1 then
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local trade_chance = math.random(1, max_trade_chance)
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if trade_chance == 1 then
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-- Show casual buy dialogue
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dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
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else
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elseif trade_chance == 2 then
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-- Show casual sell dialogue
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dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
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elseif trade_chance == 3 then
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-- Show custom trade options
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dialogue = npc.dialogue.create_custom_trade_options(self, player)
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end
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end
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elseif chance >= 30 and chance < 90 then
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@ -215,8 +260,6 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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dialogue = self.dialogues.hints[math.random(1, 4)]
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end
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minetest.log("Chosen dialogue: "..dump(dialogue))
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local dialogue_result = npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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if dialogue_result == false then
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-- Try to find another dialogue line
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@ -266,11 +309,7 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
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if dialogue.responses then
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npc.dialogue.show_options_dialogue(
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self,
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dialogue.responses,
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dialogue.is_married_dialogue,
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dialogue.casual_trade_type ~= nil,
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dialogue.casual_trade_type,
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dialogue.is_dedicated_trade_prompt,
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dialogue,
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npc.dialogue.NEGATIVE_ANSWER_LABEL,
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player_name
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)
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@ -280,6 +319,16 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
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return true
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end
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function npc.dialogue.create_option_dialogue(prompt, options, actions)
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local result = {}
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result.text = prompt
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result.responses = {}
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for i = 1, #options do
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table.insert(result.responses, {text = options[i], action_type="function", action=actions[i]})
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end
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return result
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end
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-----------------------------------------------------------------------------
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-- Functions for rotating NPC to look at player
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-- (taken from the mobs_redo API)
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@ -428,12 +477,17 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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.action(player_response.npc, player)
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end
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return
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elseif player_response.is_dedicated_trade_prompt == true then
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elseif player_response.is_dedicated_trade_dialogue == true then
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-- Get the functions for a dedicated trader prompt
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npc.trade.DEDICATED_TRADER_PROMPT
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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return
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elseif player_response.is_custom_trade_dialogue == true then
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-- Functions for a custom trade should be available from the same dialogue
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-- object as it is created in memory
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minetest.log("Player response: "..dump(player_response.options[i]))
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player_response.options[i].action(player_response.npc, player)
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else
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-- Get dialogues for sex and phase
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local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
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11
npc.lua
11
npc.lua
@ -478,7 +478,10 @@ local function npc_spawn(self, pos)
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sell = {},
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buy = {},
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both = {}
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}
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},
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-- Custom trade allows to specify more than one payment
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-- and a custom prompt (instead of the usual buy or sell prompts)
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custom_trades = {}
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}
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-- Initialize trading offers for NPC
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@ -559,6 +562,12 @@ local function npc_spawn(self, pos)
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npc.trade.generate_trade_offers_by_status(ent)
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-- Add a custom trade offer
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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"})
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table.insert(ent.trader_data.custom_trades, offer1)
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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"})
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table.insert(ent.trader_data.custom_trades, offer2)
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-- npc.add_action(ent, npc.action.stand, {self = ent})
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-- npc.add_action(ent, npc.action.stand, {self = ent})
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-- npc.add_action(ent, npc.action.walk_step, {self = ent, dir = npc.direction.east})
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@ -19,11 +19,16 @@ npc.trade.results = {
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trade_offers = {}
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}
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-- This is the text to be shown each time the NPC has more
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-- than one custom trade options to choose from
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npc.trade.CUSTOM_TRADES_PROMPT_TEXT = "Hi there, how can I help you today?"
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-- Casual trader NPC dialogues definition
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-- Casual buyer
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npc.trade.CASUAL_TRADE_BUY_DIALOGUE = {
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text = "I'm looking to buy some items, are you interested?",
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casual_trade_type = npc.trade.OFFER_BUY,
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dialogue_type = npc.dialogue.dialogue_type.casual_trade,
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responses = {
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[1] = {
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text = "Sell",
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@ -39,6 +44,7 @@ npc.trade.CASUAL_TRADE_BUY_DIALOGUE = {
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-- Casual seller
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npc.trade.CASUAL_TRADE_SELL_DIALOGUE = {
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text = "I have some items to sell, are you interested?",
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dialogue_type = npc.dialogue.dialogue_type.casual_trade,
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casual_trade_type = npc.trade.OFFER_SELL,
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responses = {
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[1] = {
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@ -55,7 +61,7 @@ npc.trade.CASUAL_TRADE_SELL_DIALOGUE = {
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-- Dedicated trade dialogue prompt
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npc.trade.DEDICATED_TRADER_PROMPT = {
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text = "Hello there, would you like to trade?",
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is_dedicated_trade_prompt = true,
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dialogue_type = npc.dialogue.dialogue_type.dedicated_trade,
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responses = {
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[1] = {
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text = "Buy",
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@ -72,6 +78,15 @@ npc.trade.DEDICATED_TRADER_PROMPT = {
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action = function(self, player)
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npc.trade.show_dedicated_trade_formspec(self, player, npc.trade.OFFER_BUY)
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end
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},
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[3] = {
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text = "Other",
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action_type = "function",
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response_id = 3,
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action = function(self, player)
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local dialogue = npc.dialogue.create_custom_trade_options(self, player)
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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end
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}
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}
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}
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@ -136,9 +151,14 @@ function npc.trade.show_dedicated_trade_formspec(self, player, offers_type)
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"label[0.2,0.05;Click on the price button to "..menu_offer_type.." item]"
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for i = 1, #offers do
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local price_item_name = minetest.registered_items[npc.get_item_name(offers[i].price)].description
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local count_label = ""
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if npc.get_item_count(offers[i].item) > 1 then
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count_label = "label["..(current_x + 1.35)..","..(current_y + 1)..";"..npc.get_item_count(offers[i].item).."]"
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end
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formspec = formspec..
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"box["..current_x..","..current_y..";2,2.3;#212121]"..
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"item_image["..(current_x + 0.45)..","..(current_y + 0.15)..";1.3,1.3;"..npc.get_item_name(offers[i].item).."]"..
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count_label..
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"item_image_button["..(current_x + 1.15)..","..(current_y + 1.4)..";1,1;"..offers[i].price..";price"..i..";]"..
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"label["..(current_x + 0.15)..","..(current_y + 1.7)..";Price]"
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current_x = current_x + 2.1
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@ -163,6 +183,59 @@ function npc.trade.show_dedicated_trade_formspec(self, player, offers_type)
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end
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-- For the moment, the trade offer for custom trade is always of sell type
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function npc.trade.show_custom_trade_offer(self, player, offer)
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local for_string = "for"
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-- Create payments grid. Try to center it. When there are 4
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-- payment options, a grid is to be displayed.
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local price_count = #offer.price
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local start_x = 2
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local margin_x = 0
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local start_y = 1.45
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if price_count == 2 then
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start_x = 1.5
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margin_x = 0.3
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elseif price_count == 3 then
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start_x = 1.15
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margin_x = 0.85
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elseif price_count == 4 then
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start_x = 1.5
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start_y = 0.8
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margin_x = 0.3
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end
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-- Create payment grid
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local price_grid = ""
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for i = 1, #offer.price do
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price_grid = price_grid.."item_image_button["..start_x..","..start_y..";1,1;"..offer.price[i]..";price"..i..";]"
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if #offer.price == 4 and i == 2 then
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start_x = 1.5
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start_y = start_y + 1
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else
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start_x = start_x + 1
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end
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end
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local formspec = "size[8,4]"..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_slots..
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"label[2,0.1;"..self.nametag..": "..offer.dialogue_prompt.."]"..
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price_grid..
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"label["..(margin_x + 3.75)..",1.75;"..for_string.."]"..
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"item_image_button["..(margin_x + 4.8)..",1.3;1.2,1.2;"..offer.item..";item;]"..
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"button_exit[1,3.3;2.9,0.5;yes_option;"..offer.button_prompt.."]"..
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"button_exit[4.1,3.3;2.9,0.5;no_option;"..npc.dialogue.NEGATIVE_ANSWER_LABEL.."]"
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-- Create entry into results table
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npc.trade.results.single_trade_offer[player:get_player_name()] = {
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trade_offer = trade_offer,
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npc = self
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}
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-- Show formspec to player
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minetest.show_formspec(player:get_player_name(), "advanced_npc:trade_offer", formspec)
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end
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function npc.trade.get_random_trade_status()
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local chance = math.random(1,10)
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@ -309,7 +382,7 @@ function npc.trade.get_dedicated_trade_offers(self)
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if item ~= nil and trade_info.last_offer_type ~= npc.trade.OFFER_BUY then
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-- Create sell offer for this item. Currently, traders will offer to sell only
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-- of their items to allow the fine control for players to buy what they want.
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-- one of their items to allow the fine control for players to buy what they want.
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-- This requires, however, that the trade offers are re-generated everytime a
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-- sell is made.
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table.insert(offers.sell, npc.trade.create_offer(
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@ -409,6 +482,23 @@ function npc.trade.create_offer(offer_type, item, price, min_price_item_count, c
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end
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-- A custom sell trade offer is a special type of trading the NPC can
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-- have where a different prompt and multiple payment objects are
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-- required from the player. A good example is offering to repair a sword,
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-- where the player has to give an amount of currency and the sword to
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-- repair in exchange to get a fully repaired sword.
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-- For the moment being, only sell is supported.
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function npc.trade.create_custom_sell_trade_offer(option_prompt, dialogue_prompt, button_prompt, item, payments)
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return {
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offer_type = npc.OFFER_SELL,
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option_prompt = option_prompt,
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dialogue_prompt = dialogue_prompt,
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button_prompt = button_prompt,
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item = item,
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price = payments
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}
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end
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-- TODO: This method needs to be refactored to be able to manage
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-- both NPC inventories and chest inventories.
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@ -475,7 +565,6 @@ function npc.trade.perform_trade(self, player_name, offer)
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end
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end
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-- Handler for chat formspec
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minetest.register_on_player_receive_fields(function (player, formname, fields)
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-- Additional checks for other forms should be handled here
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