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:
@ -6,9 +6,9 @@ npc.trade.prices = {}
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-- Define default currency (based on lumps from default)
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npc.trade.prices.currency = {
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tier1 = "default:gold_lump",
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tier2 = "default:copper_lump",
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tier3 = "default:iron_lump"
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tier1 = {string = "default:gold_lump", name = "Gold lump"},
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tier2 = {string = "default:copper_lump", name = "Copper lump"},
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tier3 = {string = "default:iron_lump", name = "Iron lump"}
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}
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-- TODO: Set the currency depending on available mods
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@ -18,33 +18,33 @@ npc.trade.prices.table = {}
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-- Default definitions for in-game items
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-- Tier 3 items: cheap items
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npc.trade.prices.table["default:cobble"] = {tier = npc.trade.prices.currency.tier3, count = 0.1}
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npc.trade.prices.table["flowers:geranium"] = {tier = npc.trade.prices.currency.tier3, count = 0.5}
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npc.trade.prices.table["default:apple"] = {tier = npc.trade.prices.currency.tier3, count = 1}
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npc.trade.prices.table["default:tree"] = {tier = npc.trade.prices.currency.tier3, count = 2}
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npc.trade.prices.table["flowers:rose"] = {tier = npc.trade.prices.currency.tier3, count = 2}
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npc.trade.prices.table["default:stone"] = {tier = npc.trade.prices.currency.tier3, count = 2}
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npc.trade.prices.table["farming:seed_cotton"] = {tier = npc.trade.prices.currency.tier3, count = 3}
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npc.trade.prices.table["farming:seed_wheat"] = {tier = npc.trade.prices.currency.tier3, count = 3}
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npc.trade.prices.table["default:clay_lump"] = {tier = npc.trade.prices.currency.tier3, count = 3}
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npc.trade.prices.table["default:wood"] = {tier = npc.trade.prices.currency.tier3, count = 3}
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npc.trade.prices.table["mobs:meat_raw"] = {tier = npc.trade.prices.currency.tier3, count = 4}
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npc.trade.prices.table["default:sapling"] = {tier = npc.trade.prices.currency.tier3, count = 5}
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npc.trade.prices.table["mobs:meat"] = {tier = npc.trade.prices.currency.tier3, count = 5}
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npc.trade.prices.table["mobs:leather"] = {tier = npc.trade.prices.currency.tier3, count = 6}
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npc.trade.prices.table["default:sword_stone"] = {tier = npc.trade.prices.currency.tier3, count = 6}
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npc.trade.prices.table["default:shovel_stone"] = {tier = npc.trade.prices.currency.tier3, count = 6}
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npc.trade.prices.table["default:axe_stone"] = {tier = npc.trade.prices.currency.tier3, count = 6}
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npc.trade.prices.table["default:hoe_stone"] = {tier = npc.trade.prices.currency.tier3, count = 6}
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npc.trade.prices.table["default:pick_stone"] = {tier = npc.trade.prices.currency.tier3, count = 7}
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npc.trade.prices.table["farming:cotton"] = {tier = npc.trade.prices.currency.tier3, count = 15}
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npc.trade.prices.table["farming:bread"] = {tier = npc.trade.prices.currency.tier3, count = 20}
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npc.trade.prices.table["default:cobble"] = {tier = npc.trade.prices.currency.tier3.string, count = 0.1}
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npc.trade.prices.table["flowers:geranium"] = {tier = npc.trade.prices.currency.tier3.string, count = 0.5}
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npc.trade.prices.table["default:apple"] = {tier = npc.trade.prices.currency.tier3.string, count = 1}
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npc.trade.prices.table["default:tree"] = {tier = npc.trade.prices.currency.tier3.string, count = 2}
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npc.trade.prices.table["flowers:rose"] = {tier = npc.trade.prices.currency.tier3.string, count = 2}
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npc.trade.prices.table["default:stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 2}
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npc.trade.prices.table["farming:seed_cotton"] = {tier = npc.trade.prices.currency.tier3.string, count = 3}
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npc.trade.prices.table["farming:seed_wheat"] = {tier = npc.trade.prices.currency.tier3.string, count = 3}
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npc.trade.prices.table["default:clay_lump"] = {tier = npc.trade.prices.currency.tier3.string, count = 3}
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npc.trade.prices.table["default:wood"] = {tier = npc.trade.prices.currency.tier3.string, count = 3}
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npc.trade.prices.table["mobs:meat_raw"] = {tier = npc.trade.prices.currency.tier3.string, count = 4}
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npc.trade.prices.table["default:sapling"] = {tier = npc.trade.prices.currency.tier3.string, count = 5}
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npc.trade.prices.table["mobs:meat"] = {tier = npc.trade.prices.currency.tier3.string, count = 5}
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npc.trade.prices.table["mobs:leather"] = {tier = npc.trade.prices.currency.tier3.string, count = 6}
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npc.trade.prices.table["default:sword_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6}
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npc.trade.prices.table["default:shovel_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6}
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npc.trade.prices.table["default:axe_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6}
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npc.trade.prices.table["default:hoe_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6}
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npc.trade.prices.table["default:pick_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 7}
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npc.trade.prices.table["farming:cotton"] = {tier = npc.trade.prices.currency.tier3.string, count = 15}
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npc.trade.prices.table["farming:bread"] = {tier = npc.trade.prices.currency.tier3.string, count = 20}
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-- Tier 2 items: medium priced items
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-- Tier 1 items: expensive items
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npc.trade.prices.table["default:diamond"] = {tier = npc.trade.prices.currency.tier1, count = 90}
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npc.trade.prices.table["advanced_npc:marriage_ring"] = {tier = npc.trade.prices.currency.tier1, count = 100}
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npc.trade.prices.table["default:diamond"] = {tier = npc.trade.prices.currency.tier1.string, count = 90}
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npc.trade.prices.table["advanced_npc:marriage_ring"] = {tier = npc.trade.prices.currency.tier1.string, count = 100}
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-- Functions
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function npc.trade.prices.update(item_name, price)
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@ -79,14 +79,43 @@ function npc.trade.prices.remove(item_name)
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end
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-- Gets all the item for a specified budget
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function npc.trade.prices.get_items_for_currency_count(tier, count)
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function npc.trade.prices.get_items_for_currency_count(tier, count, price_factor)
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local result = {}
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minetest.log("Currency quantity: "..dump(count))
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for item_name, price in pairs(npc.trade.prices.table) do
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-- Check price currency is of the same tier
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if price.tier == tier and price.count <= count then
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result[item_name] = price
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result[item_name] = {price = price}
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minetest.log("Item name: "..dump(item_name)..", Price: "..dump(price))
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local min_buying_item_count = 1
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-- Calculate price NPC is going to buy for
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local buying_price_count = price.count * price_factor
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-- Check if the buying price is not an integer
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if buying_price_count % 1 ~= 0 then
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-- If not, increase the buying item count until we get an integer
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local adjust = 1 / price_factor
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if price.count < 1 then
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adjust = 1 / (price.count * price_factor)
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end
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min_buying_item_count = min_buying_item_count * adjust
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end
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--minetest.log("Minimum item buy quantity: "..dump(min_buying_item_count))
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--minetest.log("Minimum item price quantity: "..dump(buying_price_count))
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-- Calculate maximum buyable quantity
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local max_buying_item_count = min_buying_item_count
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while ((max_buying_item_count + min_buying_item_count) * buying_price_count <= count) do
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max_buying_item_count = max_buying_item_count + min_buying_item_count
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end
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--minetest.log("Maximum item buy quantity: "..dump(max_buying_item_count))
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result[item_name].min_buyable_item_count = min_buying_item_count
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result[item_name].min_buyable_item_price = min_buying_item_count * buying_price_count
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result[item_name].max_buyable_item_count = max_buying_item_count
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end
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end
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--minetest.log("Final result: "..dump(result))
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return result
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end
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@ -94,10 +123,10 @@ end
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-- currencies set in the currencies table. Returns true if
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-- itemstring is a currency.
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function npc.trade.prices.is_item_currency(itemstring)
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if npc.get_item_name(itemstring) == npc.trade.prices.currency.tier3
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or npc.get_item_name(itemstring) == npc.trade.prices.currency.tier2
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or npc.get_item_name(itemstring) == npc.trade.prices.currency.tier1 then
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if npc.get_item_name(itemstring) == npc.trade.prices.currency.tier3.string
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or npc.get_item_name(itemstring) == npc.trade.prices.currency.tier2.string
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or npc.get_item_name(itemstring) == npc.trade.prices.currency.tier1.string then
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return true
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end
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return false
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end
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end
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@ -103,9 +103,9 @@ end
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-- items that a NPC has on his/her inventory
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function npc.trade.get_currencies_in_inventory(self)
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local result = {}
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local tier3 = npc.inventory_contains(self, npc.trade.prices.currency.tier3)
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local tier2 = npc.inventory_contains(self, npc.trade.prices.currency.tier2)
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local tier1 = npc.inventory_contains(self, npc.trade.prices.currency.tier1)
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local tier3 = npc.inventory_contains(self, npc.trade.prices.currency.tier3.string)
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local tier2 = npc.inventory_contains(self, npc.trade.prices.currency.tier2.string)
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local tier1 = npc.inventory_contains(self, npc.trade.prices.currency.tier1.string)
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if tier3 ~= nil then
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table.insert(result, {name = npc.get_item_name(tier3.item_string),
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count = npc.get_item_count(tier3.item_string)} )
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@ -134,34 +134,20 @@ function npc.trade.get_casual_trade_offer(self, offer_type)
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-- Choose a random currency
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local chosen_tier = currencies[math.random(#currencies)]
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-- Get items for this currency
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local buyable_items =
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npc.trade.prices.get_items_for_currency_count(chosen_tier.name, chosen_tier.count)
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local buyable_items =
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npc.trade.prices.get_items_for_currency_count(chosen_tier.name, chosen_tier.count, 0.5)
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-- Select a random item from the buyable items
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local item_set = {}
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for item,price in pairs(buyable_items) do
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for item,price_info in pairs(buyable_items) do
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table.insert(item_set, item)
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end
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local item = item_set[math.random(#item_set)]
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-- Choose buying quantity. Since this is a buy offer, NPC will buy items
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-- at half the price. Therefore, NPC will always ask for even quantities
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-- so that the price count is always an integer number
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local amount_to_buy = math.random(1,5) * 2
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local price_item_count = buyable_items[item].count * ((amount_to_buy) / 2)
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-- Increase the amount to buy if the result of the price is a decimal number
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while price_item_count % 1 ~= 0 do
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amount_to_buy = amount_to_buy + 1
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price_item_count = buyable_items[item].count * ((amount_to_buy) / 2)
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end
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-- Create price itemstring
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local price_string = buyable_items[item].tier.." "
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..tostring( buyable_items[item].count * (amount_to_buy / 2) )
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-- Build the return object
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result = {
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offer_type = offer_type,
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item = item.." "..amount_to_buy,
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price = price_string
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}
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local amount_to_buy = math.random(buyable_items[item].min_buyable_item_count, buyable_items[item].max_buyable_item_count)
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-- Create trade offer
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result = npc.trade.create_offer(npc.trade.OFFER_BUY, item, price, amount_to_buy)
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else
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-- Make sell offer, NPC will sell items to player at regular price
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-- NPC will also offer items from their inventory
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@ -177,9 +163,61 @@ function npc.trade.get_casual_trade_offer(self, offer_type)
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local item = sellable_items[math.random(#sellable_items)]
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-- Choose how many of this item will be sold to player
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local count = math.random(npc.get_item_count(item))
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-- Create trade offer
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result = npc.trade.create_offer(npc.trade.OFFER_SELL, npc.get_item_name(item), nil, count)
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end
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return result
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end
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-- Creates a trade offer based on the offer type, given item and count. If
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-- the offer is a "buy" offer, it is required to provide currency items for
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-- payment. The currencies should come from either the NPC's inventory or a
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-- chest belonging to it.
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function npc.trade.create_offer(offer_type, item, price_item_count, count)
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minetest.log("Item:"..dump(item))
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local result = {}
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-- Check offer type
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if offer_type == npc.trade.OFFER_BUY then
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-- Get price for the given item
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local item_price = npc.trade.prices.table[item]
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minetest.log("Item price: "..dump(item_price))
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-- Choose buying quantity. Since this is a buy offer, NPC will buy items
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-- at half the price. Therefore, NPC will always ask for even quantities
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-- so that the price count is always an integer number
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minetest.log("Count: "..dump(count)..", price item count: "..dump(item_price.count))
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local price_item_count = item_price.count * ((count) / 2)
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minetest.log("Price item: "..dump(price_item_count))
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-- Increase the amount to buy if the result of the price is a decimal number
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while price_item_count % 1 ~= 0 do
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minetest.log("Count: "..dump(count))
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count = count + 1
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price_item_count = item_price.count * ((count) / 2)
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minetest.log("Price item: "..dump(price_item_count))
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end
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-- Check if the currency items can pay for the selected amount to buy
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for i = 1, #currency_items do
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minetest.log("Currency item: "..dump(currency_items[i]))
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minetest.log("Name: "..dump(item_price.tier)..", Count: "..dump(price_item_count))
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if currency_items[i].name == item_price.tier and currency_items[i].count >= item_price.count then
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-- Create price itemstring
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local price_string = item_price.tier.." "
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..tostring( item_price.count * (count / 2) )
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-- Build the return object
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result = {
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offer_type = offer_type,
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item = item.." "..count,
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price = price_string
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}
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end
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end
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else
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-- Make sell offer, NPC will sell items to player at regular price
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-- Get and calculate price for this object
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minetest.log("Item: "..dump(item)..", name: "..dump(npc.get_item_name(item)))
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local price_object = npc.trade.prices.table[npc.get_item_name(item)]
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local price_object = npc.trade.prices.table[item]
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-- Check price object, if price < 1 then offer to sell for 1
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if price_object.count < 1 then
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price_object.count = 1
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@ -194,8 +232,12 @@ function npc.trade.get_casual_trade_offer(self, offer_type)
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end
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return result
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end
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-- TODO: THis method needs to be refactored to be able to manage
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-- both NPC inventories and chest inventories
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function npc.trade.perform_trade(self, player_name, offer)
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local item_stack = ItemStack(offer.item)
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@ -219,7 +261,7 @@ function npc.trade.perform_trade(self, player_name, offer)
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minetest.chat_send_player(player_name, "Thank you!")
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else
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minetest.chat_send_player(player_name,
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"Looks like you can't what I'm giving you for payment!")
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"Looks like you can't get what I'm giving you for payment!")
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end
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else
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minetest.chat_send_player(player_name, "Looks like you don't have what I want to buy...")
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Reference in New Issue
Block a user