Dialogue: full support for flag-based dialogues.

Added support for nested dialogue trees.
Trade: (WIP) Refactor code to support dedicated trading.
This commit is contained in:
zorman2000 2017-01-26 12:55:04 -05:00
parent 7c3801a5ce
commit 75af34beb5
7 changed files with 367 additions and 101 deletions

View File

@ -21,6 +21,11 @@ Current progress and roadmap
__Version 1.0__
NPCs has the following abilities:
- [x] Inventory: a 16 slot custom inventory, with methods to add, check and remove items.
- [x] Flags: a simple table that can hold different variables. They can be used to drive events.
- [x] Actions: a queue that can contain a set of specific actions that execute at fixed timer interval.
__Phase 1__: Gifts and relationships: In progress
- [x] NPCs should be able to receive items
- [x] NPCs will have favorite and disliked items
@ -33,7 +38,7 @@ __Phase 2__: Dialogues: In progress
- [x] NPCs should be able to perform complex dialogues:
- [x] Use yes/no or multiple option dialogue boxes to interact with player
- [x] Answers and responses by player
- [ ] Specific dialogues on certain flags (so that events can change what an NPC says)
- [ ] Specific dialogues on certain flags (so that events can change what an NPC says) (in progress)
__Phase 3__: Trading: In progress
- [ ] NPCs should be able to trade, either buy or sell items to/from player and other NPCs
@ -45,7 +50,7 @@ __Phase 3__: Trading: In progress
__Phase 4__: Actions: Complete
- [x] NPCs should be able to use chests, furnaces, doors, beds and sit on "sittable" nodes
- [x] NPCs should be able to walk to specific places. Should also be able to open doors, fence gates and any other type of openable node while going to a place.
- [x] NPCs should have the ability to identify nodes that belong to him/her, and recall them/
- [x] NPCs should have the ability to identify nodes that belong to him/her, and recall them
__Phase 5__: Schedules and fundamental jobs
- [ ] NPCs should be able to perform different activities on depending on the time of the day. For instance, a NPC could be farming during the morning, selling its product on the afternoon, and comfortable sitting at home during the night.

View File

@ -1,4 +1,20 @@
-- NPC dialogue code by Zorman2000
-- Dialogue definitions:
-- TODO: Complete
-- {
-- text: "",
-- ^ The "spoken" dialogue line
-- flag:
-- ^ If the flag with the specified name has the specified value
-- then this dialogue is valid
-- {
-- name: ""
-- ^ Name of the flag
-- value:
-- ^ Expected value of the flag. A flag can be a function. In such a case, it is
-- expected the function will return this value.
-- }
-- }
npc.dialogue = {}
@ -14,10 +30,11 @@ npc.dialogue.dialogue_results = {
yes_no_dialogue = {}
}
---------------------------------------------------------------------------------------
-- Dialogue box definitions
-- The dialogue boxes are used for the player to interact with the
-- NPC in dialogues.
--------------------------------------------------------------------
---------------------------------------------------------------------------------------
-- 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,
@ -80,7 +97,35 @@ function npc.dialogue.show_yes_no_dialogue(self,
minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec)
end
---------------------------------------------------------------------------------------
-- Dialogue methods
---------------------------------------------------------------------------------------
-- This function sets a unique response ID (made of <depth>:<response index>) to
-- each response that features a function. This is to be able to locate the
-- function easily later
local function set_response_ids_recursively(dialogue, depth, dialogue_id)
-- Base case: dialogue object with no responses and no r,esponses below it
if dialogue.responses == nil
and (dialogue.action_type == "dialogue" and dialogue.action.responses == nil) then
return
elseif dialogue.responses ~= nil then
-- Assign a response ID to each response
local response_id_prefix = tostring(depth)..":"
for key,value in ipairs(dialogue.responses) do
if value.action_type == "function" then
value.response_id = response_id_prefix..key
value.dialogue_id = dialogue_id
else
-- We have a dialogue action type. Need to check if dialogue has further responses
if value.action.responses ~= nil then
set_response_ids_recursively(value.action, depth + 1, dialogue_id)
end
end
end
end
end
-- Select random dialogue objects for an NPC based on sex
-- and the relationship phase with player
function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items, disliked_items)
@ -102,19 +147,7 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items
local dialogue_id = math.random(1, #dialogues)
result.normal[i] = dialogues[dialogue_id]
-- Check if this particular dialogue has responses
if result.normal[i].responses then
-- Check each response to see if they have action_type == "function".
-- This way the indices for this particular response will be stored
-- and the function can be retrieved for execution later.
for key,value in ipairs(result.normal[i].responses) do
if value.action_type == "function" then
result.normal[i].responses[key].dialogue_id = dialogue_id
result.normal[i].responses[key].response_id = key
end
end
end
set_response_ids_recursively(result.normal[i], 0, dialogue_id)
end
-- Add item hints.
@ -139,7 +172,6 @@ end
-- and process it.
function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
-- Choose a dialogue randomly
-- TODO: Add support for flags
local dialogue = {}
-- Construct dialogue for marriage
@ -167,14 +199,20 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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)]
elseif chance >= 90 then
-- Choose a random dialogue line from the favorite/disliked item hints
dialogue = self.dialogues.hints[math.random(1, 4)]
end
minetest.log("Chosen dialogue: "..dump(dialogue))
npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
local dialogue_result = npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
if dialogue_result == false then
-- Try to find another dialogue line
npc.dialogue.start_dialogue(self, player, show_married_dialogue)
end
end
-- This function processes a dialogue object and performs
@ -184,18 +222,37 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
-- Freeze NPC actions
npc.lock_actions(self)
-- Check if this dialogue has a flag definition
if dialogue.flag then
-- Check if the NPC has this flag
local flag_value = npc.get_flag(self, dialogue.flag.name)
if flag_value ~= nil then
-- Check if value of the flag is equal to the expected value
if flag_value ~= dialogue.flag.value then
-- Do not process this dialogue
return false
end
else
if (type(dialogue.flag.value) == "boolean" and dialogue.flag.value ~= false)
or (type(dialogue.flag.value) == "number" and dialogue.flag.value > 0) then
-- Do not process this dialogue
return false
end
end
end
-- Send dialogue line
if dialogue.text then
minetest.chat_send_player(player_name, self.nametag..": "..dialogue.text)
-- Check if dialogue has responses. If it doesn't, unlock the actions
-- queue and reset actions timer.'
minetest.log("Responses: "..dump(dialogue.responses))
minetest.log("Condition: "..dump(not dialogue.responses))
if not dialogue.responses then
npc.unlock_actions(self)
end
end
-- Check if dialogue has responses. If it doesn't, unlock the actions
-- queue and reset actions timer.'
if not dialogue.responses then
npc.unlock_actions(self)
end
-- Check if there are responses, then show multi-option dialogue if there are
if dialogue.responses then
npc.dialogue.show_options_dialogue(
@ -208,6 +265,9 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
player_name
)
end
-- Dialogue object processed successfully
return true
end
-----------------------------------------------------------------------------
@ -250,6 +310,45 @@ function npc.dialogue.rotate_npc_to_player(self)
self.object:setyaw(yaw)
end
---------------------------------------------------------------------------------------
-- Answer processing functions
---------------------------------------------------------------------------------------
-- This function locates a response object that has function on the dialogue tree.
local function get_response_object_by_id_recursive(dialogue, current_depth, response_id)
if dialogue.responses == nil
and (dialogue.action_type == "dialogue" and dialoge.action.responses == nil) then
return nil
elseif dialogue.responses ~= nil then
-- Get current depth and response ID
local d_i1, d_i2 = string.find(response_id, ":")
minetest.log("N1: "..dump(string.sub(response_id, 0, d_i1))..", N2: "..dump(string.sub(response_id, 1, d_i1-1)))
local depth = tonumber(string.sub(response_id, 0, d_i1-1))
local id = tonumber(string.sub(response_id, d_i2 + 1))
minetest.log("Depth: "..dump(depth)..", id: "..dump(id))
-- Check each response
for key,value in ipairs(dialogue.responses) do
minetest.log("Key: "..dump(key)..", value: "..dump(value)..", comp1: "..dump(current_depth == depth))
if value.action_type == "function" then
-- Check if we are on correct response and correct depth
if current_depth == depth then
if key == id then
return value
end
end
else
minetest.log("Entering again...")
-- We have a dialogue action type. Need to check if dialogue has further responses
if value.action.responses ~= nil then
local response = get_response_object_by_id_recursive(value.action, current_depth + 1, response_id)
if response ~= nil then
return response
end
end
end
end
end
end
-- Handler for dialogue formspec
minetest.register_on_player_receive_fields(function (player, formname, fields)
-- Additional checks for other forms should be handled here
@ -290,7 +389,6 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
if fields[button_label] then
if player_response.options[i].action_type == "dialogue" then
-- Process dialogue object
minetest.log("Action: "..dump(player_response.options[i]))
npc.dialogue.process_dialogue(player_response.npc,
player_response.options[i].action,
player_name)
@ -324,10 +422,17 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
-- Get dialogues for sex and phase
local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
minetest.log("Object: "..dump(dialogues[player_response.options[i].dialogue_id]))
local response = get_response_object_by_id_recursive(dialogues[player_response.options[i].dialogue_id], 0, player_response.options[i].response_id)
minetest.log("Found: "..dump(response))
-- Execute function
response.action(player_response.npc, player)
-- Execute function
dialogues[player_response.options[i].dialogue_id]
.responses[player_response.options[i].response_id]
.action(player_response.npc, player)
-- dialogues[player_response.options[i].dialogue_id]
-- .responses[player_response.options[i].response_id]
-- .action(player_response.npc, player)
-- Unlock queue, reset action timer and unfreeze NPC.
npc.unlock_actions(player_response.npc)

View File

@ -27,12 +27,12 @@ mobs.intllib = S
dofile(path .. "/npc.lua")
dofile(path .. "/relationships.lua")
dofile(path .. "/dialogue.lua")
dofile(path .. "/random_data.lua")
dofile(path .. "/trade/trade.lua")
dofile(path .. "/trade/prices.lua")
dofile(path .. "/actions/actions.lua")
dofile(path .. "/actions/places.lua")
dofile(path .. "/actions/pathfinder.lua")
dofile(path .. "/random_data.lua")
dofile(path .. "/actions/node_registry.lua")
print (S("[Mod] Advanced NPC loaded"))

51
npc.lua
View File

@ -175,7 +175,26 @@ function npc.take_item_from_inventory_itemstring(self, item_string)
npc.take_item_from_inventory(self, item_name, item_count)
end
-- Dialogue functions
---------------------------------------------------------------------------------------
-- Flag functionality
---------------------------------------------------------------------------------------
-- TODO: Consider removing them as they are pretty simple and straight forward.
-- Generic variables or function that help drive some functionality for the NPC.
function npc.add_flag(self, flag_name, value)
self.flags[flag_name] = value
end
function npc.update_flag(self, flag_name, value)
self.flags[flag_name] = value
end
function npc.get_flag(self, flag_name)
return self.flags[flag_name]
end
---------------------------------------------------------------------------------------
-- Dialogue functionality
---------------------------------------------------------------------------------------
function npc.start_dialogue(self, clicker, show_married_dialogue)
-- Call dialogue function as normal
@ -192,10 +211,7 @@ end
-- This function adds a function to the action queue.
-- Actions should be added in strict order for tasks to work as expected.
function npc.add_action(self, action, arguments)
--self.freeze = true
--minetest.log("Current Pos: "..dump(self.object:getpos()))
local action_entry = {action=action, args=arguments, is_task=false}
--minetest.log(dump(action_entry))
table.insert(self.actions.queue, action_entry)
end
@ -356,7 +372,7 @@ local function choose_spawn_items(self)
-- Add currency to the items spawned with. Will add 5-10 tier 3
-- currency items
local currency_item_count = math.random(5, 10)
npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3, currency_item_count)
npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3.string, currency_item_count)
-- For test
npc.add_item_to_inventory(self, "default:tree", 10)
@ -422,6 +438,16 @@ local function npc_spawn(self, pos)
"phase1",
ent.gift_data.favorite_items,
ent.gift_data.disliked_items)
-- Declare NPC inventory
ent.inventory = initialize_inventory()
-- Choose items to spawn with
choose_spawn_items(ent)
-- Flags: generic booleans or functions that help drive functionality
ent.flags = {}
-- Declare trade data
ent.trader_data = {
-- Type of trader
@ -433,15 +459,14 @@ local function npc_spawn(self, pos)
-- Items to buy change timer
change_offers_timer = 0,
-- Items to buy change timer interval
change_offers_timer_interval = 60
change_offers_timer_interval = 60,
-- Trading list: a list of item names the trader is expected to trade in.
-- It is mostly related to its occupation.
-- If empty, the NPC will revert to casual trading
-- If not, it will try to sell those that it have, and buy the ones it not.
trade_list = {}
}
-- Declare NPC inventory
ent.inventory = initialize_inventory()
-- Choose items to spawn with
choose_spawn_items(ent)
-- Initialize trading offers if NPC is casual trader
if ent.trader_data.trader_status == npc.trade.CASUAL then
select_casual_trade_offers(ent)
@ -598,7 +623,7 @@ mobs:register_mob("advanced_npc:npc", {
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
--minetest.log(dump(self))
minetest.log(dump(self))
-- Receive gift or start chat. If player has no item in hand
-- then it is going to start chat directly

View File

@ -52,7 +52,67 @@ npc.data.DIALOGUES.female["phase1"] = {
}
}
}
}
},
[7] = {
text = "Hello there, could you help me?",
flag = {name="received_money_help", value=false},
responses = {
[1] = {
text = "Yes, how can I help?",
action_type = "dialogue",
action = {
text = "Could you please give me 3 "..npc.trade.prices.currency.tier3.name.."?",
responses = {
[1] = {
text = "Yes, ok, here",
action_type = "function",
action = function(self, player)
-- Take item
local args = {
player=player,
pos=nil,
inv_list="main",
item_name=npc.trade.prices.currency.tier3.string,
count=3
}
npc.actions.take_item_from_external_inventory(self, {
player=player:get_player_name(),
pos=nil,
inv_list="main",
item_name=npc.trade.prices.currency.tier3.string,
count=3
})
-- Send message
minetest.chat_send_player(player:get_player_name(), "Thank you, thank you so much!")
-- Set flag
npc.add_flag(self, "received_money_help", true)
-- Add chat line
table.insert(self.dialogues.normal, npc.data.DIALOGUES.female["phase1"][8])
end
},
[2] = {
text = "No, I'm sorry",
action_type = "dialogue",
action = {
text = "Oh..."
}
}
}
}
},
[2] = {
text = "No, I'm sorry, can't now",
action_type = "function",
action = function(self, player)
minetest.chat_send_player(player:get_player_name(), "Oh, ok...")
end
}
}
},
[8] = {
text = "Thank you so much for your help, thank you!",
flag = {name="received_money_help", value=true}
}
}
-- Phase 2

View File

@ -6,9 +6,9 @@ npc.trade.prices = {}
-- Define default currency (based on lumps from default)
npc.trade.prices.currency = {
tier1 = "default:gold_lump",
tier2 = "default:copper_lump",
tier3 = "default:iron_lump"
tier1 = {string = "default:gold_lump", name = "Gold lump"},
tier2 = {string = "default:copper_lump", name = "Copper lump"},
tier3 = {string = "default:iron_lump", name = "Iron lump"}
}
-- TODO: Set the currency depending on available mods
@ -18,33 +18,33 @@ npc.trade.prices.table = {}
-- Default definitions for in-game items
-- Tier 3 items: cheap items
npc.trade.prices.table["default:cobble"] = {tier = npc.trade.prices.currency.tier3, count = 0.1}
npc.trade.prices.table["flowers:geranium"] = {tier = npc.trade.prices.currency.tier3, count = 0.5}
npc.trade.prices.table["default:apple"] = {tier = npc.trade.prices.currency.tier3, count = 1}
npc.trade.prices.table["default:tree"] = {tier = npc.trade.prices.currency.tier3, count = 2}
npc.trade.prices.table["flowers:rose"] = {tier = npc.trade.prices.currency.tier3, count = 2}
npc.trade.prices.table["default:stone"] = {tier = npc.trade.prices.currency.tier3, count = 2}
npc.trade.prices.table["farming:seed_cotton"] = {tier = npc.trade.prices.currency.tier3, count = 3}
npc.trade.prices.table["farming:seed_wheat"] = {tier = npc.trade.prices.currency.tier3, count = 3}
npc.trade.prices.table["default:clay_lump"] = {tier = npc.trade.prices.currency.tier3, count = 3}
npc.trade.prices.table["default:wood"] = {tier = npc.trade.prices.currency.tier3, count = 3}
npc.trade.prices.table["mobs:meat_raw"] = {tier = npc.trade.prices.currency.tier3, count = 4}
npc.trade.prices.table["default:sapling"] = {tier = npc.trade.prices.currency.tier3, count = 5}
npc.trade.prices.table["mobs:meat"] = {tier = npc.trade.prices.currency.tier3, count = 5}
npc.trade.prices.table["mobs:leather"] = {tier = npc.trade.prices.currency.tier3, count = 6}
npc.trade.prices.table["default:sword_stone"] = {tier = npc.trade.prices.currency.tier3, count = 6}
npc.trade.prices.table["default:shovel_stone"] = {tier = npc.trade.prices.currency.tier3, count = 6}
npc.trade.prices.table["default:axe_stone"] = {tier = npc.trade.prices.currency.tier3, count = 6}
npc.trade.prices.table["default:hoe_stone"] = {tier = npc.trade.prices.currency.tier3, count = 6}
npc.trade.prices.table["default:pick_stone"] = {tier = npc.trade.prices.currency.tier3, count = 7}
npc.trade.prices.table["farming:cotton"] = {tier = npc.trade.prices.currency.tier3, count = 15}
npc.trade.prices.table["farming:bread"] = {tier = npc.trade.prices.currency.tier3, count = 20}
npc.trade.prices.table["default:cobble"] = {tier = npc.trade.prices.currency.tier3.string, count = 0.1}
npc.trade.prices.table["flowers:geranium"] = {tier = npc.trade.prices.currency.tier3.string, count = 0.5}
npc.trade.prices.table["default:apple"] = {tier = npc.trade.prices.currency.tier3.string, count = 1}
npc.trade.prices.table["default:tree"] = {tier = npc.trade.prices.currency.tier3.string, count = 2}
npc.trade.prices.table["flowers:rose"] = {tier = npc.trade.prices.currency.tier3.string, count = 2}
npc.trade.prices.table["default:stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 2}
npc.trade.prices.table["farming:seed_cotton"] = {tier = npc.trade.prices.currency.tier3.string, count = 3}
npc.trade.prices.table["farming:seed_wheat"] = {tier = npc.trade.prices.currency.tier3.string, count = 3}
npc.trade.prices.table["default:clay_lump"] = {tier = npc.trade.prices.currency.tier3.string, count = 3}
npc.trade.prices.table["default:wood"] = {tier = npc.trade.prices.currency.tier3.string, count = 3}
npc.trade.prices.table["mobs:meat_raw"] = {tier = npc.trade.prices.currency.tier3.string, count = 4}
npc.trade.prices.table["default:sapling"] = {tier = npc.trade.prices.currency.tier3.string, count = 5}
npc.trade.prices.table["mobs:meat"] = {tier = npc.trade.prices.currency.tier3.string, count = 5}
npc.trade.prices.table["mobs:leather"] = {tier = npc.trade.prices.currency.tier3.string, count = 6}
npc.trade.prices.table["default:sword_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6}
npc.trade.prices.table["default:shovel_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6}
npc.trade.prices.table["default:axe_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6}
npc.trade.prices.table["default:hoe_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6}
npc.trade.prices.table["default:pick_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 7}
npc.trade.prices.table["farming:cotton"] = {tier = npc.trade.prices.currency.tier3.string, count = 15}
npc.trade.prices.table["farming:bread"] = {tier = npc.trade.prices.currency.tier3.string, count = 20}
-- Tier 2 items: medium priced items
-- Tier 1 items: expensive items
npc.trade.prices.table["default:diamond"] = {tier = npc.trade.prices.currency.tier1, count = 90}
npc.trade.prices.table["advanced_npc:marriage_ring"] = {tier = npc.trade.prices.currency.tier1, count = 100}
npc.trade.prices.table["default:diamond"] = {tier = npc.trade.prices.currency.tier1.string, count = 90}
npc.trade.prices.table["advanced_npc:marriage_ring"] = {tier = npc.trade.prices.currency.tier1.string, count = 100}
-- Functions
function npc.trade.prices.update(item_name, price)
@ -79,14 +79,43 @@ function npc.trade.prices.remove(item_name)
end
-- Gets all the item for a specified budget
function npc.trade.prices.get_items_for_currency_count(tier, count)
function npc.trade.prices.get_items_for_currency_count(tier, count, price_factor)
local result = {}
minetest.log("Currency quantity: "..dump(count))
for item_name, price in pairs(npc.trade.prices.table) do
-- Check price currency is of the same tier
if price.tier == tier and price.count <= count then
result[item_name] = price
result[item_name] = {price = price}
minetest.log("Item name: "..dump(item_name)..", Price: "..dump(price))
local min_buying_item_count = 1
-- Calculate price NPC is going to buy for
local buying_price_count = price.count * price_factor
-- Check if the buying price is not an integer
if buying_price_count % 1 ~= 0 then
-- If not, increase the buying item count until we get an integer
local adjust = 1 / price_factor
if price.count < 1 then
adjust = 1 / (price.count * price_factor)
end
min_buying_item_count = min_buying_item_count * adjust
end
--minetest.log("Minimum item buy quantity: "..dump(min_buying_item_count))
--minetest.log("Minimum item price quantity: "..dump(buying_price_count))
-- Calculate maximum buyable quantity
local max_buying_item_count = min_buying_item_count
while ((max_buying_item_count + min_buying_item_count) * buying_price_count <= count) do
max_buying_item_count = max_buying_item_count + min_buying_item_count
end
--minetest.log("Maximum item buy quantity: "..dump(max_buying_item_count))
result[item_name].min_buyable_item_count = min_buying_item_count
result[item_name].min_buyable_item_price = min_buying_item_count * buying_price_count
result[item_name].max_buyable_item_count = max_buying_item_count
end
end
--minetest.log("Final result: "..dump(result))
return result
end
@ -94,10 +123,10 @@ end
-- currencies set in the currencies table. Returns true if
-- itemstring is a currency.
function npc.trade.prices.is_item_currency(itemstring)
if npc.get_item_name(itemstring) == npc.trade.prices.currency.tier3
or npc.get_item_name(itemstring) == npc.trade.prices.currency.tier2
or npc.get_item_name(itemstring) == npc.trade.prices.currency.tier1 then
if npc.get_item_name(itemstring) == npc.trade.prices.currency.tier3.string
or npc.get_item_name(itemstring) == npc.trade.prices.currency.tier2.string
or npc.get_item_name(itemstring) == npc.trade.prices.currency.tier1.string then
return true
end
return false
end
end

View File

@ -103,9 +103,9 @@ end
-- items that a NPC has on his/her inventory
function npc.trade.get_currencies_in_inventory(self)
local result = {}
local tier3 = npc.inventory_contains(self, npc.trade.prices.currency.tier3)
local tier2 = npc.inventory_contains(self, npc.trade.prices.currency.tier2)
local tier1 = npc.inventory_contains(self, npc.trade.prices.currency.tier1)
local tier3 = npc.inventory_contains(self, npc.trade.prices.currency.tier3.string)
local tier2 = npc.inventory_contains(self, npc.trade.prices.currency.tier2.string)
local tier1 = npc.inventory_contains(self, npc.trade.prices.currency.tier1.string)
if tier3 ~= nil then
table.insert(result, {name = npc.get_item_name(tier3.item_string),
count = npc.get_item_count(tier3.item_string)} )
@ -134,34 +134,20 @@ function npc.trade.get_casual_trade_offer(self, offer_type)
-- Choose a random currency
local chosen_tier = currencies[math.random(#currencies)]
-- Get items for this currency
local buyable_items =
npc.trade.prices.get_items_for_currency_count(chosen_tier.name, chosen_tier.count)
local buyable_items =
npc.trade.prices.get_items_for_currency_count(chosen_tier.name, chosen_tier.count, 0.5)
-- Select a random item from the buyable items
local item_set = {}
for item,price in pairs(buyable_items) do
for item,price_info in pairs(buyable_items) do
table.insert(item_set, item)
end
local item = item_set[math.random(#item_set)]
-- Choose buying quantity. Since this is a buy offer, NPC will buy items
-- at half the price. Therefore, NPC will always ask for even quantities
-- so that the price count is always an integer number
local amount_to_buy = math.random(1,5) * 2
local price_item_count = buyable_items[item].count * ((amount_to_buy) / 2)
-- Increase the amount to buy if the result of the price is a decimal number
while price_item_count % 1 ~= 0 do
amount_to_buy = amount_to_buy + 1
price_item_count = buyable_items[item].count * ((amount_to_buy) / 2)
end
-- Create price itemstring
local price_string = buyable_items[item].tier.." "
..tostring( buyable_items[item].count * (amount_to_buy / 2) )
-- Build the return object
result = {
offer_type = offer_type,
item = item.." "..amount_to_buy,
price = price_string
}
local amount_to_buy = math.random(buyable_items[item].min_buyable_item_count, buyable_items[item].max_buyable_item_count)
-- Create trade offer
result = npc.trade.create_offer(npc.trade.OFFER_BUY, item, price, amount_to_buy)
else
-- Make sell offer, NPC will sell items to player at regular price
-- NPC will also offer items from their inventory
@ -177,9 +163,61 @@ function npc.trade.get_casual_trade_offer(self, offer_type)
local item = sellable_items[math.random(#sellable_items)]
-- Choose how many of this item will be sold to player
local count = math.random(npc.get_item_count(item))
-- Create trade offer
result = npc.trade.create_offer(npc.trade.OFFER_SELL, npc.get_item_name(item), nil, count)
end
return result
end
-- Creates a trade offer based on the offer type, given item and count. If
-- the offer is a "buy" offer, it is required to provide currency items for
-- payment. The currencies should come from either the NPC's inventory or a
-- chest belonging to it.
function npc.trade.create_offer(offer_type, item, price_item_count, count)
minetest.log("Item:"..dump(item))
local result = {}
-- Check offer type
if offer_type == npc.trade.OFFER_BUY then
-- Get price for the given item
local item_price = npc.trade.prices.table[item]
minetest.log("Item price: "..dump(item_price))
-- Choose buying quantity. Since this is a buy offer, NPC will buy items
-- at half the price. Therefore, NPC will always ask for even quantities
-- so that the price count is always an integer number
minetest.log("Count: "..dump(count)..", price item count: "..dump(item_price.count))
local price_item_count = item_price.count * ((count) / 2)
minetest.log("Price item: "..dump(price_item_count))
-- Increase the amount to buy if the result of the price is a decimal number
while price_item_count % 1 ~= 0 do
minetest.log("Count: "..dump(count))
count = count + 1
price_item_count = item_price.count * ((count) / 2)
minetest.log("Price item: "..dump(price_item_count))
end
-- Check if the currency items can pay for the selected amount to buy
for i = 1, #currency_items do
minetest.log("Currency item: "..dump(currency_items[i]))
minetest.log("Name: "..dump(item_price.tier)..", Count: "..dump(price_item_count))
if currency_items[i].name == item_price.tier and currency_items[i].count >= item_price.count then
-- Create price itemstring
local price_string = item_price.tier.." "
..tostring( item_price.count * (count / 2) )
-- Build the return object
result = {
offer_type = offer_type,
item = item.." "..count,
price = price_string
}
end
end
else
-- Make sell offer, NPC will sell items to player at regular price
-- Get and calculate price for this object
minetest.log("Item: "..dump(item)..", name: "..dump(npc.get_item_name(item)))
local price_object = npc.trade.prices.table[npc.get_item_name(item)]
local price_object = npc.trade.prices.table[item]
-- Check price object, if price < 1 then offer to sell for 1
if price_object.count < 1 then
price_object.count = 1
@ -194,8 +232,12 @@ function npc.trade.get_casual_trade_offer(self, offer_type)
end
return result
end
-- TODO: THis method needs to be refactored to be able to manage
-- both NPC inventories and chest inventories
function npc.trade.perform_trade(self, player_name, offer)
local item_stack = ItemStack(offer.item)
@ -219,7 +261,7 @@ function npc.trade.perform_trade(self, player_name, offer)
minetest.chat_send_player(player_name, "Thank you!")
else
minetest.chat_send_player(player_name,
"Looks like you can't what I'm giving you for payment!")
"Looks like you can't get what I'm giving you for payment!")
end
else
minetest.chat_send_player(player_name, "Looks like you don't have what I want to buy...")