Trade: Fully working buy and sell offers.

Improvements to prices and price-related mechanisms.
NPC: Improved get_item_name and get_item_count methods.
This commit is contained in:
zorman2000 2016-12-17 12:01:35 -05:00
parent 72ab610cd8
commit c15e8232d5
4 changed files with 167 additions and 36 deletions

View File

@ -107,8 +107,6 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items
if value.action_type == "function" then
result.normal[i].responses[key].dialogue_id = dialogue_id
result.normal[i].responses[key].response_id = key
minetest.log("Storing dialogue and response id: "
..dump(result.normal[i].responses[key]))
end
end

31
npc.lua
View File

@ -38,15 +38,13 @@ end
-- Each slot can hold one item up to 99 count.
-- Utility function to get item name from a string
local function get_item_name(item_string)
local i,j = string.find(item_string, " ")
return item_string.sub(item_string, 1, i-1)
function npc.get_item_name(item_string)
return ItemStack(item_string):get_name()
end
-- Utility function to get item count from a string
local function get_item_count(item_string)
local i,j = string.find(item_string, " ")
return tonumber(item_string.sub(item_string, i+1))
function npc.get_item_count(item_string)
return ItemStack(item_string):get_count()
end
local function initialize_inventory()
@ -67,11 +65,11 @@ function npc.add_item_to_inventory(self, item_name, count)
if existing_item ~= nil and existing_item.item_string ~= nil then
-- NPC already has item. Get count and see
minetest.log("What is this? "..dump(existing_item))
local existing_count = get_item_count(existing_item.item_string)
local existing_count = npc.get_item_count(existing_item.item_string)
if (existing_count + count) < npc.INVENTORY_ITEM_MAX_STACK then
-- Set item here
self.inventory[existing_item.slot] =
get_item_name(existing_item.item_string).." "..tostring(existing_count + count)
npc.get_item_name(existing_item.item_string).." "..tostring(existing_count + count)
return true
else
--Find next free slot
@ -102,8 +100,8 @@ end
-- Same add method but with itemstring for convenience
function npc.add_item_to_inventory_itemstring(self, item_string)
local item_name = get_item_name(item_string)
local item_count = get_item_count(item_string)
local item_name = npc.get_item_name(item_string)
local item_count = npc.get_item_count(item_string)
npc.add_item_to_inventory(self, item_name, item_count)
end
@ -145,7 +143,8 @@ function npc.take_item_from_inventory(self, item_name, count)
end
end
-- Inventory functions for players
-- Inventory functions for players and for nodes
-- TODO: Need to rewrite this functions
function npc.give_item_to_player(player, item_name, count)
local player_name = npc.get_entity_name(player)
local player_inv = minetest.get_inventory({type="player", name=player_name})
@ -349,14 +348,20 @@ end
local function choose_spawn_items(self)
local number_of_items_to_add = math.random(1, 2)
local number_of_items = #npc.FAVORITE_ITEMS[self.sex].phase1
minetest.log("Number of items: "..dump(number_of_items))
for i = 1, number_of_items_to_add do
npc.add_item_to_inventory(
self,
npc.FAVORITE_ITEMS[self.sex].phase1[math.random(1, number_of_items)].item,
math.random(1,4)
math.random(1,5)
)
end
-- Add currency to the items spawned with. Will add 5-10 tier 3
-- currency items
local currency_item_count = math.random(5, 10)
npc.add_item_to_inventory(self, npc.trade.prices.currency.tier3, currency_item_count)
minetest.log("Initial inventory: "..dump(self.inventory))
end
local function npc_spawn(self, pos)

View File

@ -4,21 +4,46 @@
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"
}
-- TODO: Set the currency depending on available mods
-- Table that contains the prices
npc.trade.prices.table = {}
-- Default definitions for in-game items
npc.trade.prices.table["default:apple"] = {item = "default:iron_ingot", count = 1}
npc.trade.prices.table["default:stone"] = {item = "default:wood_planks", count = 1}
npc.trade.prices.table["default:cobble"] = {item = "default:iron_ingot", count = 1}
npc.trade.prices.table["farming:cotton"] = {item = "default:iron_ingot", count = 1}
npc.trade.prices.table["farming:bread"] = {item = "default:gold_ingot", count = 1}
npc.trade.prices.table["default:sword_stone"] = {item = "default:iron_ingot", count = 2}
npc.trade.prices.table["default:pick_stone"] = {item = "default:iron_ingot", count = 1}
npc.trade.prices.table["default:shovel_stone"] = {item = "default:iron_ingot", count = 2}
npc.trade.prices.table["default:axe_stone"] = {item = "default:iron_ingot", count = 1}
npc.trade.prices.table["default:hoe_stone"] = {item = "default:iron_ingot", count = 1}
-- 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["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}
-- 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}
-- Functions
function npc.trade.prices.update(item_name, price)
@ -50,4 +75,28 @@ end
function npc.trade.prices.remove(item_name)
npc.trade.prices.table[item_name] = nil
end
-- Gets all the item for a specified budget
function npc.trade.prices.get_items_for_currency_count(tier, count)
local result = {}
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
end
end
return result
end
-- This methods will compare the given item string to the
-- 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
return true
end
return false
end

View File

@ -99,20 +99,99 @@ function npc.trade.get_random_trade_status()
end
end
-- Convenience method that retrieves all the currency
-- 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)
if tier3 ~= nil then
table.insert(result, {name = npc.get_item_name(tier3.item_string),
count = npc.get_item_count(tier3.item_string)} )
end
if tier2 ~= nil then
table.insert(result, {name = npc.get_item_name(tier2.item_string),
count = npc.get_item_count(tier2.item_string)} )
end
if tier1 ~= nil then
table.insert(result, {name = npc.get_item_name(tier1.item_string),
count = npc.get_item_count(tier1.item_string)} )
end
minetest.log("Found currency in inventory: "..dump(result))
return result
end
-- This function will return an offer object, based
-- on the items the NPC has.
-- Criteria: If having a near empty inventory, (< 6) NPC
-- will offer to buy with a 70% chance.
-- If NPC has a near full inventory (> 10 items), NPC
-- will offer to sell. The prices will be selected using:
-- item_price * (+/- price_item * 0.2) so item will be
-- more or less 20% of the item price.
-- Criteria: The NPC will offer to sell its items
-- if it doesn't has any currency.
function npc.trade.get_casual_trade_offer(self, offer_type)
return {
offer_type = offer_type,
item = "default:wood 10",
price = "default:iron_lump 20"
}
local result = {}
-- Check offer type
if offer_type == npc.trade.OFFER_BUY then
-- Create buy offer based on what the NPC can actually buy
local currencies = npc.trade.get_currencies_in_inventory(self)
-- 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)
-- Select a random item from the buyable items
local item_set = {}
for item,price 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
}
else
-- Make sell offer, NPC will sell items to NPC at regular price
-- NPC will also offer items from their inventory
local sellable_items = {}
for i = 1, #self.inventory do
if self.inventory[i] ~= "" then
if npc.trade.prices.is_item_currency(self.inventory[i]) == false then
table.insert(sellable_items, self.inventory[i])
end
end
end
-- Choose a random item from the sellable items
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))
-- 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_string = price_object.tier.." "..tostring(price_object.count * count)
-- Build return object
result = {
offer_type = offer_type,
item = npc.get_item_name(item).." "..count,
price = price_string
}
end
return result
end
function npc.trade.perform_trade(self, player_name, offer)