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.
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da30d96395
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12
dialogue.lua
12
dialogue.lua
@ -153,15 +153,17 @@ 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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local offer = npc.trade.get_casual_trade_offer(self)
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-- Check offer type
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if offer.offer_type == npc.trade.OFFER_BUY then
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if self.trader_data.trader_status == npc.trade.CASUAL then
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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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-- Show casual buy dialogue
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dialogue = npc.trade.CASUAL_TRADE_BUY_DIALOGUE
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elseif offer.offer_type == npc.trade.OFFER_SELL then
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else
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-- Show casual sell dialogue
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dialogue = npc.trade.CASUAL_TRADE_SELL_DIALOGUE
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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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dialogue = self.dialogues.normal[math.random(1, #self.dialogues.normal)]
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elseif chance >= 90 then
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@ -235,7 +237,7 @@ local function rotate_npc_to_player(self)
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self.object:setyaw(yaw)
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end
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-- Handler for chat formspec
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-- Handler for dialogue 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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-- Handle yes/no dialogue
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23
npc.lua
23
npc.lua
@ -394,19 +394,26 @@ local function npc_spawn(self, pos)
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ent.trader_data = {
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-- Type of trader
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trader_status = npc.trade.get_random_trade_status(),
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-- Items to buy
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items_to_buy = {},
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-- Items to sell
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items_to_sell = {},
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-- Current buy offers
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buy_offers = {},
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-- Current sell offers
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sell_offers = {},
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-- Items to buy change timer
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change_items_to_buy_timer_value = 0,
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change_offers_timer = 0,
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-- Items to buy change timer interval
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change_items_to_buy_timer_interval = 20
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change_offers_timer_interval = 20
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}
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-- Initialize items to buy and items to sell depending on trader status
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-- Initialize trading offers if NPC is casual trader
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if ent.trader_data.trader_status == npc.trade.CASUAL then
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ent.trader_data.buy_offers = {
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[1] = npc.trade.get_casual_trade_offer(ent, npc.trade.OFFER_BUY)
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}
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ent.trader_data.sell_offers = {
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[1] = npc.trade.get_casual_trade_offer(ent, npc.trade.OFFER_SELL)
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}
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end
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minetest.log(dump(ent))
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@ -9,6 +9,12 @@ npc.trade.NONE = "none"
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npc.trade.OFFER_BUY = "buy"
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npc.trade.OFFER_SELL = "sell"
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-- This table holds all responses for trades
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npc.trade.results = {
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casual = {},
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formal = {}
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}
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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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@ -20,7 +26,7 @@ npc.trade.CASUAL_TRADE_BUY_DIALOGUE = {
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action_type = "function",
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response_id = 1,
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action = function(self, player)
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npc.trade.show_casual_trade_formspec(self, player, npc.trade.OFFER_BUY)
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end
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}
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}
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@ -36,12 +42,47 @@ npc.trade.CASUAL_TRADE_SELL_DIALOGUE = {
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action_type = "function",
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response_id = 1,
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action = function(self, player)
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npc.trade.show_casual_trade_formspec(self, player, npc.trade.OFFER_SELL)
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end
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}
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}
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}
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function npc.trade.show_casual_trade_formspec(self, player, offer_type)
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-- Strings for formspec, to include international support later
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local prompt_string = " offers to buy from you"
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local for_string = "for"
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local buy_sell_string = "Sell"
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-- Get offer. As this is casual trading, NPCs will only have
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-- one trade offer
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local trade_offer = self.trader_data.buy_offers[1]
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if offer_type == npc.trade.OFFER_SELL then
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trade_offer = self.trader_data.sell_offers[1]
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prompt_string = " wants to sell to you"
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buy_sell_string = "Buy"
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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..prompt_string.."]"..
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"item_image_button[2,1.3;1.2,1.2;"..trade_offer.item..";item;]"..
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"label[3.75,1.75;"..for_string.."]"..
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"item_image_button[4.8,1.3;1.2,1.2;"..trade_offer.price..";price;]"..
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"button_exit[1,3.3;2.9,0.5;yes_option;"..buy_sell_string.."]"..
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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.casual[player:get_player_name()] = {
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trade_offer = trade_offer
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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:casual_trade", 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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@ -65,10 +106,44 @@ end
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-- will offer to sell. The prices will be selected using:
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-- item_price * (+/- price_item * 0.2) so item will be
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-- more or less 20% of the item price.
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function npc.trade.get_casual_trade_offer(self)
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function npc.trade.get_casual_trade_offer(self, offer_type)
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return {
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offer_type = npc.trade.OFFER_BUY,
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item = "default:wooden_planks 10",
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offer_type = offer_type,
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item = "default:wood 10",
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price = "default:iron_lump 20"
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}
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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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-- Handle yes/no dialogue
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if formname == "advanced_npc:casual_trade" then
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local player_name = player:get_player_name()
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if fields then
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local player_response = npc.trade.results.casual[player_name]
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if fields.yes_option then
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-- Check if offer is a buy or sell
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if player_response.trade_offer.offer_type == npc.trade.OFFER_BUY then
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-- If NPC is buying from player, then player loses item, gets price
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local inv = minetest.get_inventory({type = "player", name = player_name})
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-- Check NPC has the item being buyed
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if inv:contains_item("main", ItemStack(player_response.trade_offer.item)) then
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-- Remove item from player
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inv:remove_item("main", ItemStack(player_response.trade_offer.item))
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-- TODO: Add to NPC
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-- Add price items to player
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inv:add_item("main", ItemStack(player_response.trade_offer.price))
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end
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else
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end
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elseif fields.no_option then
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minetest.chat_send_player(player_name, "Talk to me if you change your mind!")
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end
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end
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end
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end)
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