Trade: Full support for dedicated trading.

This commit is contained in:
zorman2000 2017-02-09 11:38:14 -05:00
parent 8648e8fdff
commit ce39d59356
2 changed files with 108 additions and 41 deletions

View File

@ -82,7 +82,7 @@ end
-- Gets all the item for a specified budget
function npc.trade.prices.get_items_for_currency_count(tier, count, price_factor)
local result = {}
minetest.log("Currency quantity: "..dump(count))
--minetest.log("Currency quantity: "..dump(count))
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
@ -116,7 +116,7 @@ function npc.trade.prices.get_items_for_currency_count(tier, count, price_factor
result[item_name].max_buyable_item_count = max_buying_item_count
end
end
minetest.log("Final result: "..dump(result))
--minetest.log("Final result: "..dump(result))
return result
end

View File

@ -9,6 +9,10 @@ npc.trade.NONE = "none"
npc.trade.OFFER_BUY = "buy"
npc.trade.OFFER_SELL = "sell"
-- This variable establishes how much items a dedicated
-- trader will buy until retiring the offer
npc.trade.DEDICATED_MAX_BUY_AMOUNT = 5
-- This table holds all responses for trades
npc.trade.results = {
single_trade_offer = {},
@ -193,6 +197,9 @@ function npc.trade.generate_trade_offers_by_status(self)
[1] = npc.trade.get_casual_trade_offer(self, npc.trade.OFFER_SELL)
}
elseif status == npc.trade.TRADER then
-- Clear current offers
self.trader_data.buy_offers = {}
self.trader_data.sell_offers = {}
-- Get trade offers for a dedicated trader
local offers = npc.trade.get_dedicated_trade_offers(self)
-- Store buy offers
@ -291,49 +298,70 @@ function npc.trade.get_dedicated_trade_offers(self)
local trade_list = self.trader_data.trade_list.both
for item_name, trade_info in pairs(trade_list) do
-- Abort if more than 12 buy or sell offers are made
if table.getn(offers.sell) >= 12 or table.getn(offers.buy) >= 12 then
break
end
-- For each item on the trader list, check if it is in the NPC inventory.
-- If it is, create a sell offer, else create a buy offer if possible.
-- Also, avoid creating sell offers immediately if the item was just bought
local item = npc.inventory_contains(self, item_name)
if item ~= nil then
-- Create sell offer for this item. Currently, traders will offer to sell only
-- of their items to allow the fine control for players to buy what they want.
-- This requires, however, that the trade offers are re-generated everytime a
-- sell is made.
table.insert(offers.sell, npc.trade.create_offer(
npc.trade.OFFER_SELL,
item_name,
nil,
nil,
1)
)
-- Set last offer type
trade_info.last_offer_type = npc.trade.OFFER_SELL
if item ~= nil and trade_info.last_offer_type ~= npc.trade.OFFER_BUY then
-- Create sell offer for this item. Currently, traders will offer to sell only
-- of their items to allow the fine control for players to buy what they want.
-- This requires, however, that the trade offers are re-generated everytime a
-- sell is made.
table.insert(offers.sell, npc.trade.create_offer(
npc.trade.OFFER_SELL,
item_name,
nil,
nil,
1)
)
-- Set last offer type
trade_info.last_offer_type = npc.trade.OFFER_SELL
else
-- Avoid flipping an item to the buy side if the stock was just depleted
if trade_info.last_offer_type ~= npc.trade.OFFER_SELL then
-- Create buy offer for this item
-- Only do if the NPC can actually afford the items.
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, 0.5)
-- Check if the item from trader list is present in the buyable items list
for buyable_item, price_info in pairs(buyable_items) do
if buyable_item == item_name then
-- If item found, create a buy offer for this item
-- Again, offers are created for one item only. Buy offers should be removed
-- after the NPC has bought a certain quantity, say, 5 items.
table.insert(offers.buy, npc.trade.create_offer(
npc.trade.OFFER_BUY,
item_name,
price_info.price,
price_info.min_buyable_item_price,
price_info.min_buyable_item_count)
)
-- Set last offer type
trade_info.last_offer_type = npc.trade.OFFER_BUY
-- Check if currency isn't empty
if #currencies > 0 then
-- 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, 0.5)
-- Check if the item from trader list is present in the buyable items list
for buyable_item, price_info in pairs(buyable_items) do
if buyable_item == item_name then
-- If item found, create a buy offer for this item
-- Again, offers are created for one item only. Buy offers should be removed
-- after the NPC has bought a certain quantity, say, 5 items.
minetest.log("Item: "..item_name)
minetest.log("Trade info: "..dump(trade_info))
minetest.log("Logic: "..dump(trade_info.item_bought_count == nil
or (trade_info.item_bought_count ~= nil and trade_info.item_bought_count <= npc.trade.DEDICATED_MAX_BUY_AMOUNT)))
if trade_info.item_bought_count == nil
or (trade_info.item_bought_count ~= nil and trade_info.item_bought_count <= npc.trade.DEDICATED_MAX_BUY_AMOUNT) then
-- Create trade offer for this item
table.insert(offers.buy, npc.trade.create_offer(
npc.trade.OFFER_BUY,
item_name,
price_info.price,
price_info.min_buyable_item_price,
price_info.min_buyable_item_count)
)
-- Set last offer type
trade_info.last_offer_type = npc.trade.OFFER_BUY
else
-- Clear the trade info for this item
trade_info.item_bought_count = 0
end
end
end
end
end
@ -382,8 +410,9 @@ function npc.trade.create_offer(offer_type, item, price, min_price_item_count, c
end
-- TODO: THis method needs to be refactored to be able to manage
-- both NPC inventories and chest inventories
-- TODO: This method needs to be refactored to be able to manage
-- both NPC inventories and chest inventories.
-- Returns true if trade was possible, else returns false.
function npc.trade.perform_trade(self, player_name, offer)
local item_stack = ItemStack(offer.item)
@ -397,20 +426,25 @@ function npc.trade.perform_trade(self, player_name, offer)
if inv:contains_item("main", item_stack) then
-- Check if there is enough room to add the price item to player
if inv:room_for_item("main", price_stack) then
-- Remove item from player
-- Remove item from player
inv:remove_item("main", item_stack)
-- Remove price item from NPC
npc.take_item_from_inventory_itemstring(self, offer.price)
-- Add item to NPC's inventory
npc.add_item_to_inventory_itemstring(self, offer.item)
-- Add price items to player
inv:add_item("main", price_stack)
-- Send message to player
minetest.chat_send_player(player_name, "Thank you!")
return true
else
minetest.chat_send_player(player_name,
"Looks like you can't get what I'm giving you for payment!")
return false
end
else
minetest.chat_send_player(player_name, "Looks like you don't have what I want to buy...")
return false
end
else
-- If NPC is selling to the player, then player gives price and gets
@ -419,19 +453,24 @@ function npc.trade.perform_trade(self, player_name, offer)
if inv:contains_item("main", price_stack) then
-- Check if there is enough room to add the item to player
if inv:room_for_item("main", item_stack) then
-- Remove item from player
-- Remove price item from player
inv:remove_item("main", price_stack)
-- Remove sell item from NPC
npc.take_item_from_inventory_itemstring(self, offer.item)
-- Add item to NPC's inventory
npc.add_item_to_inventory_itemstring(self, offer.price)
-- Add price items to player
inv:add_item("main", item_stack)
-- Send message to player
minetest.chat_send_player(player_name, "Thank you!")
return true
else
minetest.chat_send_player(player_name, "Looks like you can't carry anything else...")
return false
end
else
minetest.chat_send_player(player_name, "Looks like you don't have what I'm asking for!")
return false
end
end
end
@ -469,7 +508,35 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
for i = 1, #trade_offers do
local price_button = "price"..tostring(i)
if fields[price_button] then
npc.trade.perform_trade(player_response.npc, player_name, trade_offers[i])
local trade_result = npc.trade.perform_trade(player_response.npc, player_name, trade_offers[i])
if trade_result == true then
-- Lock actions
npc.lock_actions(player_response.npc)
-- Account for buyed items
if player_response.offers_type == npc.trade.OFFER_BUY then
-- Increase the item bought count
local offer_item_name = npc.get_item_name(trade_offers[i].item)
minetest.log("Bought item name: "..dump(offer_item_name))
minetest.log(dump(player_response.npc.trader_data.trade_list.both[offer_item_name]))
-- Check if this item has been bought before
if player_response.npc.trader_data.trade_list.both[offer_item_name].item_bought_count == nil then
-- Set first count to 1
player_response.npc.trader_data.trade_list.both[offer_item_name].item_bought_count = 1
else
-- Increase count
player_response.npc.trader_data.trade_list.both[offer_item_name].item_bought_count
= player_response.npc.trader_data.trade_list.both[offer_item_name].item_bought_count + 1
end
end
-- Re-generate trade offers
npc.trade.generate_trade_offers_by_status(player_response.npc)
-- Show refreshed formspec again to player
npc.trade.show_dedicated_trade_formspec(player_response.npc, player, player_response.offers_type)
return true
else
minetest.close_formspec(player_name, "advanced_npc:dedicated_trading_offers")
return false
end
--minetest.log("Player selected: "..dump(trade_offers[i]))
end
end