Trade: Casual trading dialogues are now shown for NPCs correctly.

Added infrastructure to hold results from dialogues.
Added casual buy/sell trade formspec.
WIP: Trade mechanism for casual buy/sell.
This commit is contained in:
zorman2000 2016-12-15 14:42:45 -05:00
parent da30d96395
commit 376c6e1df0
3 changed files with 108 additions and 24 deletions

View File

@ -153,14 +153,16 @@ 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.
local offer = npc.trade.get_casual_trade_offer(self)
-- Check offer type
if offer.offer_type == npc.trade.OFFER_BUY then
-- Show casual buy dialogue
dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
elseif offer.offer_type == npc.trade.OFFER_SELL then
-- Show casual sell dialogue
dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
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
elseif chance >= 30 and chance < 90 then
dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
@ -235,7 +237,7 @@ local function rotate_npc_to_player(self)
self.object:setyaw(yaw)
end
-- Handler for chat formspec
-- Handler for dialogue formspec
minetest.register_on_player_receive_fields(function (player, formname, fields)
-- Additional checks for other forms should be handled here
-- Handle yes/no dialogue

25
npc.lua
View File

@ -394,20 +394,27 @@ local function npc_spawn(self, pos)
ent.trader_data = {
-- Type of trader
trader_status = npc.trade.get_random_trade_status(),
-- Items to buy
items_to_buy = {},
-- Items to sell
items_to_sell = {},
-- Current buy offers
buy_offers = {},
-- Current sell offers
sell_offers = {},
-- Items to buy change timer
change_items_to_buy_timer_value = 0,
change_offers_timer = 0,
-- Items to buy change timer interval
change_items_to_buy_timer_interval = 20
change_offers_timer_interval = 20
}
-- Initialize items to buy and items to sell depending on trader status
-- Initialize trading offers if NPC is casual trader
if ent.trader_data.trader_status == npc.trade.CASUAL then
ent.trader_data.buy_offers = {
[1] = npc.trade.get_casual_trade_offer(ent, npc.trade.OFFER_BUY)
}
ent.trader_data.sell_offers = {
[1] = npc.trade.get_casual_trade_offer(ent, npc.trade.OFFER_SELL)
}
end
minetest.log(dump(ent))
-- Refreshes entity

View File

@ -9,6 +9,12 @@ npc.trade.NONE = "none"
npc.trade.OFFER_BUY = "buy"
npc.trade.OFFER_SELL = "sell"
-- This table holds all responses for trades
npc.trade.results = {
casual = {},
formal = {}
}
-- Casual trader NPC dialogues definition
-- Casual buyer
npc.trade.CASUAL_TRADE_BUY_DIALOGUE = {
@ -20,7 +26,7 @@ npc.trade.CASUAL_TRADE_BUY_DIALOGUE = {
action_type = "function",
response_id = 1,
action = function(self, player)
npc.trade.show_casual_trade_formspec(self, player, npc.trade.OFFER_BUY)
end
}
}
@ -36,12 +42,47 @@ npc.trade.CASUAL_TRADE_SELL_DIALOGUE = {
action_type = "function",
response_id = 1,
action = function(self, player)
npc.trade.show_casual_trade_formspec(self, player, npc.trade.OFFER_SELL)
end
}
}
}
function npc.trade.show_casual_trade_formspec(self, player, offer_type)
-- Strings for formspec, to include international support later
local prompt_string = " offers to buy from you"
local for_string = "for"
local buy_sell_string = "Sell"
-- Get offer. As this is casual trading, NPCs will only have
-- one trade offer
local trade_offer = self.trader_data.buy_offers[1]
if offer_type == npc.trade.OFFER_SELL then
trade_offer = self.trader_data.sell_offers[1]
prompt_string = " wants to sell to you"
buy_sell_string = "Buy"
end
local formspec = "size[8,4]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"label[2,0.1;"..self.nametag..prompt_string.."]"..
"item_image_button[2,1.3;1.2,1.2;"..trade_offer.item..";item;]"..
"label[3.75,1.75;"..for_string.."]"..
"item_image_button[4.8,1.3;1.2,1.2;"..trade_offer.price..";price;]"..
"button_exit[1,3.3;2.9,0.5;yes_option;"..buy_sell_string.."]"..
"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.casual[player:get_player_name()] = {
trade_offer = trade_offer
}
-- Show formspec to player
minetest.show_formspec(player:get_player_name(), "advanced_npc:casual_trade", formspec)
end
function npc.trade.get_random_trade_status()
local chance = math.random(1,10)
@ -65,10 +106,44 @@ end
-- will offer to sell. The prices will be selected using:
-- item_price * (+/- price_item * 0.2) so item will be
-- more or less 20% of the item price.
function npc.trade.get_casual_trade_offer(self)
function npc.trade.get_casual_trade_offer(self, offer_type)
return {
offer_type = npc.trade.OFFER_BUY,
item = "default:wooden_planks 10",
offer_type = offer_type,
item = "default:wood 10",
price = "default:iron_lump 20"
}
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
-- Handle yes/no dialogue
if formname == "advanced_npc:casual_trade" then
local player_name = player:get_player_name()
if fields then
local player_response = npc.trade.results.casual[player_name]
if fields.yes_option then
-- Check if offer is a buy or sell
if player_response.trade_offer.offer_type == npc.trade.OFFER_BUY then
-- If NPC is buying from player, then player loses item, gets price
local inv = minetest.get_inventory({type = "player", name = player_name})
-- Check NPC has the item being buyed
if inv:contains_item("main", ItemStack(player_response.trade_offer.item)) then
-- Remove item from player
inv:remove_item("main", ItemStack(player_response.trade_offer.item))
-- TODO: Add to NPC
-- Add price items to player
inv:add_item("main", ItemStack(player_response.trade_offer.price))
end
else
end
elseif fields.no_option then
minetest.chat_send_player(player_name, "Talk to me if you change your mind!")
end
end
end
end)