Trade: Working buy/sell trade mechanism.

Various cleanups and modularizations for supporting dedicated traders.
Data: Added more favorite items for phase 1.
This commit is contained in:
zorman2000 2016-12-15 20:51:06 -05:00
parent 376c6e1df0
commit f717c3f1e5
5 changed files with 128 additions and 32 deletions

View File

@ -34,7 +34,7 @@ function npc.dialogue.show_options_dialogue(self,
for i = 1, #responses do
local y = 0.8;
if i > 1 then
y = (0.7 * i)
y = (0.75 * i)
end
formspec = formspec.."button_exit[0.5,"
..(y - 0.5)..";6,0.5;opt"..tostring(i)..";"..responses[i].text.."]"

13
npc.lua
View File

@ -39,12 +39,14 @@ end
-- Utility function to get item name from a string
local function get_item_name(item_string)
return item_string.sub(item_string, 1, string.find(item_string, " "))
local i,j = string.find(item_string, " ")
return item_string.sub(item_string, 1, i-1)
end
-- Utility function to get item count from a string
local function get_item_count(item_string)
return tonumber(item_string.sub(item_string, string.find(item_string, " ")))
local i,j = string.find(item_string, " ")
return tonumber(item_string.sub(item_string, i+1))
end
local function initialize_inventory()
@ -98,6 +100,13 @@ function npc.add_item_to_inventory(self, item_name, count)
end
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)
npc.add_item_to_inventory(self, item_name, item_count)
end
-- Checks if an item is contained in the inventory. Returns
-- the item string or nil if not found
function npc.inventory_contains(self, item_name)

View File

@ -276,7 +276,31 @@ npc.FAVORITE_ITEMS.female["phase1"] = {
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks...",
hint = "Some fresh bread would be good!"}
hint = "Some fresh bread would be good!"},
{item = "farming:seed_cotton",
response = "Thank you, I will plant this really soon",
hint = "I would like to have some cotton plants around"},
{item = "farming:seed_wheat",
response = "Thank you! These seeds will make a good wheat plant!",
hint = "I've been thinking I should get wheat seeds"},
{item = "flowers:rose",
response = "Thanks...",
hint = "Red roses make a nice gift!"},
{item = "flowers:geranium",
response = "Oh, for me? Thank you!",
hint = "Blue geraniums are so beautiful"},
{item = "default:clay_lump",
response = "Thanks! Now, what can I do with this...",
hint = "If I had some clay lump, I may do some pottery"},
{item = "mobs:meat_raw",
response = "This will be great for tonight! Thanks",
hint = "A good dinner always have meat"},
{item = "mobs:leather",
response = "Thank you! I needed this leather!",
hint = "If only I could get some leather"},
{item = "default:sapling",
response = "Now I can plant that tree...",
hint = "I really would like an apple tree close by."}
}
npc.FAVORITE_ITEMS.female["phase2"] = {
{item = "farming:cotton",
@ -320,12 +344,36 @@ npc.FAVORITE_ITEMS.female["phase6"] = {
}
-- Male
npc.FAVORITE_ITEMS.male["phase1"] = {
{item = "default:apple",
{item = "default:apple",
response = "Hey, I really wanted an apple, thank you!",
hint = "I could really do with an apple..."},
{item = "farming:bread",
response = "Thanks, you didn't have to, but thanks...",
hint = "Some fresh bread would be good!"}
hint = "Some fresh bread would be good!"},
{item = "farming:seed_cotton",
response = "Thank you, I will plant this really soon",
hint = "I would like to have some cotton plants around"},
{item = "farming:seed_wheat",
response = "Thank you! These seeds will make a good wheat plant!",
hint = "I've been thinking I should get wheat seeds"},
{item = "default:wood",
response = "Thanks, I needed this.",
hint = "Some wood without having to cut a tree would be good."},
{item = "default:tree",
response = "Excellent to get that furnace going!",
hint = "I need logs, do you have some?"},
{item = "default:clay_lump",
response = "Thanks! Now, what can I do with this...",
hint = "I wish I had some clay"},
{item = "mobs:meat_raw",
response = "This makes a great meal. Thank you",
hint = "Meat is always great"},
{item = "mobs:leather",
response = "Time to tan some leathers!",
hint = "I have been needing leather these days"},
{item = "default:sapling",
response = "Thanks, I will plant this right now",
hint = "I really would like an apple tree close by."}
}
npc.FAVORITE_ITEMS.male["phase2"] = {
{item = "farming:cotton",

View File

@ -36,7 +36,7 @@ npc.relationships.RELATIONSHIP_PHASE["phase2"] = {limit = 25}
npc.relationships.RELATIONSHIP_PHASE["phase3"] = {limit = 45}
npc.relationships.RELATIONSHIP_PHASE["phase4"] = {limit = 70}
npc.relationships.RELATIONSHIP_PHASE["phase5"] = {limit = 100}
-- Married NPC dialogue definition
npc.relationships.MARRIED_NPC_DIALOGUE = {
text = "Hi darling!",

View File

@ -11,8 +11,8 @@ npc.trade.OFFER_SELL = "sell"
-- This table holds all responses for trades
npc.trade.results = {
casual = {},
formal = {}
single_trade_offer = {},
trade_offers = {}
}
-- Casual trader NPC dialogues definition
@ -26,7 +26,7 @@ npc.trade.CASUAL_TRADE_BUY_DIALOGUE = {
action_type = "function",
response_id = 1,
action = function(self, player)
npc.trade.show_casual_trade_formspec(self, player, npc.trade.OFFER_BUY)
npc.trade.show_trade_offer_formspec(self, player, npc.trade.OFFER_BUY)
end
}
}
@ -42,13 +42,13 @@ npc.trade.CASUAL_TRADE_SELL_DIALOGUE = {
action_type = "function",
response_id = 1,
action = function(self, player)
npc.trade.show_casual_trade_formspec(self, player, npc.trade.OFFER_SELL)
npc.trade.show_trade_offer_formspec(self, player, npc.trade.OFFER_SELL)
end
}
}
}
function npc.trade.show_casual_trade_formspec(self, player, offer_type)
function npc.trade.show_trade_offer_formspec(self, player, offer_type)
-- Strings for formspec, to include international support later
local prompt_string = " offers to buy from you"
@ -76,11 +76,12 @@ function npc.trade.show_casual_trade_formspec(self, player, offer_type)
"button_exit[4.1,3.3;2.9,0.5;no_option;"..npc.dialogue.NEGATIVE_ANSWER_LABEL.."]"
-- Create entry into results table
npc.trade.results.casual[player:get_player_name()] = {
trade_offer = trade_offer
npc.trade.results.single_trade_offer[player:get_player_name()] = {
trade_offer = trade_offer,
npc = self
}
-- Show formspec to player
minetest.show_formspec(player:get_player_name(), "advanced_npc:casual_trade", formspec)
minetest.show_formspec(player:get_player_name(), "advanced_npc:trade_offer", formspec)
end
function npc.trade.get_random_trade_status()
@ -114,32 +115,70 @@ function npc.trade.get_casual_trade_offer(self, offer_type)
}
end
function npc.trade.perform_trade(self, player_name, offer)
local item_stack = ItemStack(offer.item)
local price_stack = ItemStack(offer.price)
local inv = minetest.get_inventory({type = "player", name = player_name})
-- Check if offer is a buy or sell
if offer.offer_type == npc.trade.OFFER_BUY then
-- If NPC is buying from player, then player loses item, gets price
-- Check player has the item being buyed
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
inv:remove_item("main", item_stack)
-- 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!")
else
minetest.chat_send_player(player_name,
"Looks like you can't 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...")
end
else
-- If NPC is selling to the player, then player gives price and gets
-- item, NPC loses item and gets price
-- Check NPC has the required item to pay
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
inv:remove_item("main", price_stack)
-- 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!")
else
minetest.chat_send_player(player_name, "Looks like you can't carry anything else...")
end
else
minetest.chat_send_player(player_name, "Looks like you don't have what I'm asking for!")
end
end
end
-- Handler for chat formspec
minetest.register_on_player_receive_fields(function (player, formname, fields)
-- Additional checks for other forms should be handled here
-- Handle yes/no dialogue
if formname == "advanced_npc:casual_trade" then
if formname == "advanced_npc:trade_offer" then
local player_name = player:get_player_name()
if fields then
local player_response = npc.trade.results.casual[player_name]
local player_response = npc.trade.results.single_trade_offer[player_name]
if fields.yes_option then
-- Check if offer is a buy or sell
if player_response.trade_offer.offer_type == npc.trade.OFFER_BUY then
-- If NPC is buying from player, then player loses item, gets price
local inv = minetest.get_inventory({type = "player", name = player_name})
-- Check NPC has the item being buyed
if inv:contains_item("main", ItemStack(player_response.trade_offer.item)) then
-- Remove item from player
inv:remove_item("main", ItemStack(player_response.trade_offer.item))
-- TODO: Add to NPC
-- Add price items to player
inv:add_item("main", ItemStack(player_response.trade_offer.price))
end
else
end
npc.trade.perform_trade(player_response.npc, player_name, player_response.trade_offer)
elseif fields.no_option then
minetest.chat_send_player(player_name, "Talk to me if you change your mind!")
end