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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@ -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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