Trade: Fully working buy and sell offers.
Improvements to prices and price-related mechanisms. NPC: Improved get_item_name and get_item_count methods.
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@ -107,8 +107,6 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items
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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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minetest.log("Storing dialogue and response id: "
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..dump(result.normal[i].responses[key]))
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end
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end
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31
npc.lua
31
npc.lua
@ -38,15 +38,13 @@ end
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-- Each slot can hold one item up to 99 count.
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-- Utility function to get item name from a string
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local function get_item_name(item_string)
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local i,j = string.find(item_string, " ")
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return item_string.sub(item_string, 1, i-1)
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function npc.get_item_name(item_string)
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return ItemStack(item_string):get_name()
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end
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-- Utility function to get item count from a string
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local function get_item_count(item_string)
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local i,j = string.find(item_string, " ")
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return tonumber(item_string.sub(item_string, i+1))
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function npc.get_item_count(item_string)
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return ItemStack(item_string):get_count()
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end
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local function initialize_inventory()
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@ -67,11 +65,11 @@ function npc.add_item_to_inventory(self, item_name, count)
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if existing_item ~= nil and existing_item.item_string ~= nil then
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-- NPC already has item. Get count and see
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minetest.log("What is this? "..dump(existing_item))
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local existing_count = get_item_count(existing_item.item_string)
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local existing_count = npc.get_item_count(existing_item.item_string)
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if (existing_count + count) < npc.INVENTORY_ITEM_MAX_STACK then
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-- Set item here
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self.inventory[existing_item.slot] =
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get_item_name(existing_item.item_string).." "..tostring(existing_count + count)
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npc.get_item_name(existing_item.item_string).." "..tostring(existing_count + count)
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return true
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else
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--Find next free slot
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@ -102,8 +100,8 @@ end
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-- Same add method but with itemstring for convenience
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function npc.add_item_to_inventory_itemstring(self, item_string)
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local item_name = get_item_name(item_string)
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local item_count = get_item_count(item_string)
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local item_name = npc.get_item_name(item_string)
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local item_count = npc.get_item_count(item_string)
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npc.add_item_to_inventory(self, item_name, item_count)
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end
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@ -145,7 +143,8 @@ function npc.take_item_from_inventory(self, item_name, count)
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end
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end
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-- Inventory functions for players
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-- Inventory functions for players and for nodes
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-- TODO: Need to rewrite this functions
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function npc.give_item_to_player(player, item_name, count)
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local player_name = npc.get_entity_name(player)
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local player_inv = minetest.get_inventory({type="player", name=player_name})
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@ -349,14 +348,20 @@ end
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local function choose_spawn_items(self)
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local number_of_items_to_add = math.random(1, 2)
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local number_of_items = #npc.FAVORITE_ITEMS[self.sex].phase1
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minetest.log("Number of items: "..dump(number_of_items))
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for i = 1, number_of_items_to_add do
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npc.add_item_to_inventory(
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self,
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npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
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math.random(1,4)
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math.random(1,5)
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)
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end
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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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minetest.log("Initial inventory: "..dump(self.inventory))
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end
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local function npc_spawn(self, pos)
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@ -4,21 +4,46 @@
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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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}
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-- TODO: Set the currency depending on available mods
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-- Table that contains the prices
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npc.trade.prices.table = {}
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-- Default definitions for in-game items
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npc.trade.prices.table["default:apple"] = {item = "default:iron_ingot", count = 1}
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npc.trade.prices.table["default:stone"] = {item = "default:wood_planks", count = 1}
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npc.trade.prices.table["default:cobble"] = {item = "default:iron_ingot", count = 1}
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npc.trade.prices.table["farming:cotton"] = {item = "default:iron_ingot", count = 1}
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npc.trade.prices.table["farming:bread"] = {item = "default:gold_ingot", count = 1}
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npc.trade.prices.table["default:sword_stone"] = {item = "default:iron_ingot", count = 2}
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npc.trade.prices.table["default:pick_stone"] = {item = "default:iron_ingot", count = 1}
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npc.trade.prices.table["default:shovel_stone"] = {item = "default:iron_ingot", count = 2}
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npc.trade.prices.table["default:axe_stone"] = {item = "default:iron_ingot", count = 1}
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npc.trade.prices.table["default:hoe_stone"] = {item = "default:iron_ingot", count = 1}
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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["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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-- 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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-- Functions
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function npc.trade.prices.update(item_name, price)
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@ -50,4 +75,28 @@ end
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function npc.trade.prices.remove(item_name)
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npc.trade.prices.table[item_name] = nil
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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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local result = {}
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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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end
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end
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return result
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end
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-- This methods will compare the given item string to the
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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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return true
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end
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return false
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end
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101
trade/trade.lua
101
trade/trade.lua
@ -99,20 +99,99 @@ function npc.trade.get_random_trade_status()
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end
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end
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-- Convenience method that retrieves all the currency
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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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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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end
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if tier2 ~= nil then
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table.insert(result, {name = npc.get_item_name(tier2.item_string),
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count = npc.get_item_count(tier2.item_string)} )
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end
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if tier1 ~= nil then
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table.insert(result, {name = npc.get_item_name(tier1.item_string),
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count = npc.get_item_count(tier1.item_string)} )
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end
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minetest.log("Found currency in inventory: "..dump(result))
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return result
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end
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-- This function will return an offer object, based
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-- on the items the NPC has.
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-- Criteria: If having a near empty inventory, (< 6) NPC
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-- will offer to buy with a 70% chance.
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-- If NPC has a near full inventory (> 10 items), NPC
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-- will offer to sell. The prices will be selected using:
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-- item_price * (+/- price_item * 0.2) so item will be
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-- more or less 20% of the item price.
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-- Criteria: The NPC will offer to sell its items
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-- if it doesn't has any currency.
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function npc.trade.get_casual_trade_offer(self, offer_type)
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return {
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offer_type = offer_type,
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item = "default:wood 10",
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price = "default:iron_lump 20"
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}
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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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-- Create buy offer based on what the NPC can actually buy
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local currencies = npc.trade.get_currencies_in_inventory(self)
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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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-- 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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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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else
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-- Make sell offer, NPC will sell items to NPC at regular price
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-- NPC will also offer items from their inventory
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local sellable_items = {}
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for i = 1, #self.inventory do
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if self.inventory[i] ~= "" then
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if npc.trade.prices.is_item_currency(self.inventory[i]) == false then
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table.insert(sellable_items, self.inventory[i])
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end
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end
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end
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-- Choose a random item from the sellable items
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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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-- 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_string = price_object.tier.." "..tostring(price_object.count * count)
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-- Build return object
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result = {
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offer_type = offer_type,
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item = npc.get_item_name(item).." "..count,
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price = price_string
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}
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end
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return result
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end
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function npc.trade.perform_trade(self, player_name, offer)
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