Dialogue: full support for flag-based dialogues.
Added support for nested dialogue trees. Trade: (WIP) Refactor code to support dedicated trading.
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@ -21,6 +21,11 @@ Current progress and roadmap
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__Version 1.0__
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NPCs has the following abilities:
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- [x] Inventory: a 16 slot custom inventory, with methods to add, check and remove items.
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- [x] Flags: a simple table that can hold different variables. They can be used to drive events.
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- [x] Actions: a queue that can contain a set of specific actions that execute at fixed timer interval.
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__Phase 1__: Gifts and relationships: In progress
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- [x] NPCs should be able to receive items
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- [x] NPCs will have favorite and disliked items
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@ -33,7 +38,7 @@ __Phase 2__: Dialogues: In progress
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- [x] NPCs should be able to perform complex dialogues:
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- [x] Use yes/no or multiple option dialogue boxes to interact with player
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- [x] Answers and responses by player
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- [ ] Specific dialogues on certain flags (so that events can change what an NPC says)
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- [ ] Specific dialogues on certain flags (so that events can change what an NPC says) (in progress)
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__Phase 3__: Trading: In progress
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- [ ] NPCs should be able to trade, either buy or sell items to/from player and other NPCs
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@ -45,7 +50,7 @@ __Phase 3__: Trading: In progress
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__Phase 4__: Actions: Complete
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- [x] NPCs should be able to use chests, furnaces, doors, beds and sit on "sittable" nodes
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- [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.
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- [x] NPCs should have the ability to identify nodes that belong to him/her, and recall them/
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- [x] NPCs should have the ability to identify nodes that belong to him/her, and recall them
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__Phase 5__: Schedules and fundamental jobs
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- [ ] 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.
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159
dialogue.lua
159
dialogue.lua
@ -1,4 +1,20 @@
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-- NPC dialogue code by Zorman2000
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-- Dialogue definitions:
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-- TODO: Complete
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-- {
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-- text: "",
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-- ^ The "spoken" dialogue line
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-- flag:
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-- ^ If the flag with the specified name has the specified value
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-- then this dialogue is valid
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-- {
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-- name: ""
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-- ^ Name of the flag
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-- value:
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-- ^ Expected value of the flag. A flag can be a function. In such a case, it is
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-- expected the function will return this value.
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-- }
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-- }
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npc.dialogue = {}
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@ -14,10 +30,11 @@ npc.dialogue.dialogue_results = {
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yes_no_dialogue = {}
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}
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---------------------------------------------------------------------------------------
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-- Dialogue box definitions
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-- The dialogue boxes are used for the player to interact with the
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-- NPC in dialogues.
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--------------------------------------------------------------------
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---------------------------------------------------------------------------------------
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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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@ -80,7 +97,35 @@ function npc.dialogue.show_yes_no_dialogue(self,
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minetest.show_formspec(player_name, "advanced_npc:yes_no", formspec)
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end
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---------------------------------------------------------------------------------------
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-- Dialogue methods
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---------------------------------------------------------------------------------------
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-- This function sets a unique response ID (made of <depth>:<response index>) to
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-- each response that features a function. This is to be able to locate the
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-- function easily later
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local function set_response_ids_recursively(dialogue, depth, dialogue_id)
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-- Base case: dialogue object with no responses and no r,esponses below it
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if dialogue.responses == nil
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and (dialogue.action_type == "dialogue" and dialogue.action.responses == nil) then
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return
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elseif dialogue.responses ~= nil then
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-- Assign a response ID to each response
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local response_id_prefix = tostring(depth)..":"
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for key,value in ipairs(dialogue.responses) do
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if value.action_type == "function" then
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value.response_id = response_id_prefix..key
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value.dialogue_id = dialogue_id
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else
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-- We have a dialogue action type. Need to check if dialogue has further responses
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if value.action.responses ~= nil then
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set_response_ids_recursively(value.action, depth + 1, dialogue_id)
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end
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end
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end
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end
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end
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-- Select random dialogue objects for an NPC based on sex
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-- and the relationship phase with player
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function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items, disliked_items)
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@ -102,19 +147,7 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items
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local dialogue_id = math.random(1, #dialogues)
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result.normal[i] = dialogues[dialogue_id]
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-- Check if this particular dialogue has responses
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if result.normal[i].responses then
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-- Check each response to see if they have action_type == "function".
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-- This way the indices for this particular response will be stored
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-- and the function can be retrieved for execution later.
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for key,value in ipairs(result.normal[i].responses) do
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if value.action_type == "function" then
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result.normal[i].responses[key].dialogue_id = dialogue_id
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result.normal[i].responses[key].response_id = key
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end
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end
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end
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set_response_ids_recursively(result.normal[i], 0, dialogue_id)
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end
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-- Add item hints.
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@ -139,7 +172,6 @@ end
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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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-- Choose a dialogue randomly
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-- TODO: Add support for flags
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local dialogue = {}
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-- Construct dialogue for marriage
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@ -167,14 +199,20 @@ function npc.dialogue.start_dialogue(self, player, show_married_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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-- Choose a random dialogue from the common ones
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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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-- Choose a random dialogue line from the favorite/disliked item hints
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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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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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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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npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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end
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end
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-- This function processes a dialogue object and performs
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@ -184,18 +222,37 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
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-- Freeze NPC actions
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npc.lock_actions(self)
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-- Check if this dialogue has a flag definition
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if dialogue.flag then
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-- Check if the NPC has this flag
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local flag_value = npc.get_flag(self, dialogue.flag.name)
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if flag_value ~= nil then
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-- Check if value of the flag is equal to the expected value
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if flag_value ~= dialogue.flag.value then
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-- Do not process this dialogue
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return false
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end
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else
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if (type(dialogue.flag.value) == "boolean" and dialogue.flag.value ~= false)
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or (type(dialogue.flag.value) == "number" and dialogue.flag.value > 0) then
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-- Do not process this dialogue
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return false
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end
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end
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end
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-- Send dialogue line
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if dialogue.text then
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minetest.chat_send_player(player_name, self.nametag..": "..dialogue.text)
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-- Check if dialogue has responses. If it doesn't, unlock the actions
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-- queue and reset actions timer.'
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minetest.log("Responses: "..dump(dialogue.responses))
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minetest.log("Condition: "..dump(not dialogue.responses))
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if not dialogue.responses then
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npc.unlock_actions(self)
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end
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end
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-- Check if dialogue has responses. If it doesn't, unlock the actions
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-- queue and reset actions timer.'
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if not dialogue.responses then
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npc.unlock_actions(self)
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end
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-- Check if there are responses, then show multi-option dialogue if there are
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if dialogue.responses then
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npc.dialogue.show_options_dialogue(
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@ -208,6 +265,9 @@ function npc.dialogue.process_dialogue(self, dialogue, player_name)
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player_name
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)
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end
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-- Dialogue object processed successfully
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return true
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end
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-----------------------------------------------------------------------------
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@ -250,6 +310,45 @@ function npc.dialogue.rotate_npc_to_player(self)
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self.object:setyaw(yaw)
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end
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---------------------------------------------------------------------------------------
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-- Answer processing functions
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---------------------------------------------------------------------------------------
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-- This function locates a response object that has function on the dialogue tree.
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local function get_response_object_by_id_recursive(dialogue, current_depth, response_id)
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if dialogue.responses == nil
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and (dialogue.action_type == "dialogue" and dialoge.action.responses == nil) then
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return nil
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elseif dialogue.responses ~= nil then
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-- Get current depth and response ID
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local d_i1, d_i2 = string.find(response_id, ":")
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minetest.log("N1: "..dump(string.sub(response_id, 0, d_i1))..", N2: "..dump(string.sub(response_id, 1, d_i1-1)))
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local depth = tonumber(string.sub(response_id, 0, d_i1-1))
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local id = tonumber(string.sub(response_id, d_i2 + 1))
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minetest.log("Depth: "..dump(depth)..", id: "..dump(id))
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-- Check each response
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for key,value in ipairs(dialogue.responses) do
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minetest.log("Key: "..dump(key)..", value: "..dump(value)..", comp1: "..dump(current_depth == depth))
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if value.action_type == "function" then
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-- Check if we are on correct response and correct depth
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if current_depth == depth then
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if key == id then
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return value
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end
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end
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else
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minetest.log("Entering again...")
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-- We have a dialogue action type. Need to check if dialogue has further responses
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if value.action.responses ~= nil then
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local response = get_response_object_by_id_recursive(value.action, current_depth + 1, response_id)
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if response ~= nil then
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return response
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end
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end
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end
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end
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end
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end
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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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@ -290,7 +389,6 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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if fields[button_label] then
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if player_response.options[i].action_type == "dialogue" then
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-- Process dialogue object
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minetest.log("Action: "..dump(player_response.options[i]))
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npc.dialogue.process_dialogue(player_response.npc,
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player_response.options[i].action,
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player_name)
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@ -324,10 +422,17 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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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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minetest.log("Object: "..dump(dialogues[player_response.options[i].dialogue_id]))
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local response = get_response_object_by_id_recursive(dialogues[player_response.options[i].dialogue_id], 0, player_response.options[i].response_id)
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minetest.log("Found: "..dump(response))
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-- Execute function
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response.action(player_response.npc, player)
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-- Execute function
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dialogues[player_response.options[i].dialogue_id]
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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-- dialogues[player_response.options[i].dialogue_id]
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-- .responses[player_response.options[i].response_id]
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-- .action(player_response.npc, player)
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-- Unlock queue, reset action timer and unfreeze NPC.
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npc.unlock_actions(player_response.npc)
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2
init.lua
2
init.lua
@ -27,12 +27,12 @@ mobs.intllib = S
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dofile(path .. "/npc.lua")
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dofile(path .. "/relationships.lua")
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dofile(path .. "/dialogue.lua")
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dofile(path .. "/random_data.lua")
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dofile(path .. "/trade/trade.lua")
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dofile(path .. "/trade/prices.lua")
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dofile(path .. "/actions/actions.lua")
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dofile(path .. "/actions/places.lua")
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dofile(path .. "/actions/pathfinder.lua")
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dofile(path .. "/random_data.lua")
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dofile(path .. "/actions/node_registry.lua")
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print (S("[Mod] Advanced NPC loaded"))
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51
npc.lua
51
npc.lua
@ -175,7 +175,26 @@ function npc.take_item_from_inventory_itemstring(self, item_string)
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npc.take_item_from_inventory(self, item_name, item_count)
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end
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-- Dialogue functions
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---------------------------------------------------------------------------------------
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-- Flag functionality
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---------------------------------------------------------------------------------------
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-- TODO: Consider removing them as they are pretty simple and straight forward.
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-- Generic variables or function that help drive some functionality for the NPC.
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function npc.add_flag(self, flag_name, value)
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self.flags[flag_name] = value
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end
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function npc.update_flag(self, flag_name, value)
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self.flags[flag_name] = value
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end
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function npc.get_flag(self, flag_name)
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return self.flags[flag_name]
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end
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---------------------------------------------------------------------------------------
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-- Dialogue functionality
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---------------------------------------------------------------------------------------
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function npc.start_dialogue(self, clicker, show_married_dialogue)
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-- Call dialogue function as normal
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@ -192,10 +211,7 @@ end
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-- This function adds a function to the action queue.
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-- Actions should be added in strict order for tasks to work as expected.
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function npc.add_action(self, action, arguments)
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--self.freeze = true
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--minetest.log("Current Pos: "..dump(self.object:getpos()))
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local action_entry = {action=action, args=arguments, is_task=false}
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--minetest.log(dump(action_entry))
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table.insert(self.actions.queue, action_entry)
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end
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@ -356,7 +372,7 @@ local function choose_spawn_items(self)
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-- Add currency to the items spawned with. Will add 5-10 tier 3
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-- currency items
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local currency_item_count = math.random(5, 10)
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npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3, currency_item_count)
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npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3.string, currency_item_count)
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-- For test
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npc.add_item_to_inventory(self, "default:tree", 10)
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@ -422,6 +438,16 @@ local function npc_spawn(self, pos)
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"phase1",
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ent.gift_data.favorite_items,
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ent.gift_data.disliked_items)
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-- Declare NPC inventory
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ent.inventory = initialize_inventory()
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-- Choose items to spawn with
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choose_spawn_items(ent)
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-- Flags: generic booleans or functions that help drive functionality
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ent.flags = {}
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-- Declare trade data
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ent.trader_data = {
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-- Type of trader
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@ -433,15 +459,14 @@ local function npc_spawn(self, pos)
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-- Items to buy change timer
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change_offers_timer = 0,
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-- Items to buy change timer interval
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change_offers_timer_interval = 60
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change_offers_timer_interval = 60,
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-- Trading list: a list of item names the trader is expected to trade in.
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-- It is mostly related to its occupation.
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-- If empty, the NPC will revert to casual trading
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-- If not, it will try to sell those that it have, and buy the ones it not.
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trade_list = {}
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}
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-- Declare NPC inventory
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ent.inventory = initialize_inventory()
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-- Choose items to spawn with
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choose_spawn_items(ent)
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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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select_casual_trade_offers(ent)
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@ -598,7 +623,7 @@ mobs:register_mob("advanced_npc:npc", {
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local item = clicker:get_wielded_item()
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local name = clicker:get_player_name()
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--minetest.log(dump(self))
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minetest.log(dump(self))
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-- Receive gift or start chat. If player has no item in hand
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-- then it is going to start chat directly
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@ -52,7 +52,67 @@ npc.data.DIALOGUES.female["phase1"] = {
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}
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}
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}
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}
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},
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[7] = {
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text = "Hello there, could you help me?",
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flag = {name="received_money_help", value=false},
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responses = {
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[1] = {
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text = "Yes, how can I help?",
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action_type = "dialogue",
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action = {
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text = "Could you please give me 3 "..npc.trade.prices.currency.tier3.name.."?",
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responses = {
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[1] = {
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text = "Yes, ok, here",
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action_type = "function",
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action = function(self, player)
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-- Take item
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local args = {
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player=player,
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pos=nil,
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inv_list="main",
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item_name=npc.trade.prices.currency.tier3.string,
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count=3
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}
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npc.actions.take_item_from_external_inventory(self, {
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player=player:get_player_name(),
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pos=nil,
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inv_list="main",
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item_name=npc.trade.prices.currency.tier3.string,
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count=3
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})
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-- Send message
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minetest.chat_send_player(player:get_player_name(), "Thank you, thank you so much!")
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-- Set flag
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npc.add_flag(self, "received_money_help", true)
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-- 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
|
||||
|
@ -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
|
||||
|
@ -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...")
|
||||
|
Loading…
Reference in New Issue
Block a user