Dialogue: full support for flag-based dialogues.

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

View File

@ -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...")