-- Price table for items bought/sold by NPC traders by Zorman2000 -- This table should be globally accessible so that other mods can set -- prices as they see fit. npc.trade.prices = {} -- Define default currency (based on lumps from default) npc.trade.prices.currency = { tier1 = {string = "default:gold_lump", name = "Gold lump"}, tier2 = {string = "default:copper_lump", name = "Copper lump"}, tier3 = {string = "default:iron_lump", name = "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 -- Tier 3 items: cheap items npc.trade.prices.table["default:cobble"] = {tier = npc.trade.prices.currency.tier3.string, count = 0.1} npc.trade.prices.table["flowers:geranium"] = {tier = npc.trade.prices.currency.tier3.string, count = 0.5} npc.trade.prices.table["default:apple"] = {tier = npc.trade.prices.currency.tier3.string, count = 1} npc.trade.prices.table["default:tree"] = {tier = npc.trade.prices.currency.tier3.string, count = 2} npc.trade.prices.table["flowers:rose"] = {tier = npc.trade.prices.currency.tier3.string, count = 2} npc.trade.prices.table["default:stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 2} npc.trade.prices.table["farming:seed_cotton"] = {tier = npc.trade.prices.currency.tier3.string, count = 3} npc.trade.prices.table["farming:seed_wheat"] = {tier = npc.trade.prices.currency.tier3.string, count = 3} npc.trade.prices.table["default:clay_lump"] = {tier = npc.trade.prices.currency.tier3.string, count = 3} npc.trade.prices.table["default:wood"] = {tier = npc.trade.prices.currency.tier3.string, count = 3} npc.trade.prices.table["mobs:meat_raw"] = {tier = npc.trade.prices.currency.tier3.string, count = 4} npc.trade.prices.table["default:sapling"] = {tier = npc.trade.prices.currency.tier3.string, count = 5} npc.trade.prices.table["mobs:meat"] = {tier = npc.trade.prices.currency.tier3.string, count = 5} npc.trade.prices.table["mobs:leather"] = {tier = npc.trade.prices.currency.tier3.string, count = 6} npc.trade.prices.table["default:sword_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6} npc.trade.prices.table["default:shovel_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6} npc.trade.prices.table["default:axe_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6} npc.trade.prices.table["farming:hoe_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 6} npc.trade.prices.table["default:pick_stone"] = {tier = npc.trade.prices.currency.tier3.string, count = 7} npc.trade.prices.table["bucket:bucket_empty"] = {tier = npc.trade.prices.currency.tier3.string, count = 10} npc.trade.prices.table["farming:cotton"] = {tier = npc.trade.prices.currency.tier3.string, count = 15} npc.trade.prices.table["farming:bread"] = {tier = npc.trade.prices.currency.tier3.string, count = 20} -- Tier 2 items: medium priced items -- Tier 1 items: expensive items npc.trade.prices.table["default:mese_crystal"] = {tier = npc.trade.prices.currency.tier1.string, count = 45} npc.trade.prices.table["default:diamond"] = {tier = npc.trade.prices.currency.tier1.string, count = 90} npc.trade.prices.table["advanced_npc:marriage_ring"] = {tier = npc.trade.prices.currency.tier1.string, count = 100} -- Functions function npc.trade.prices.update(item_name, price) for key,value in pairs(npc.trade.prices.table) do if key == item_name then value = price return end end return nil end function npc.trade.prices.get(item_name) for key,value in pairs(npc.trade.prices.table) do if key == item_name then return {item_name = key, price = value} end end return nil end function npc.trade.prices.add(item_name, price) if npc.trade.prices.get(item_name) == nil then npc.trade.prices.table[item_name] = price else npc.trade.prices.update(item_name, price) end 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, price_factor) local result = {} --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 result[item_name] = {price = price} --minetest.log("Item name: "..dump(item_name)..", Price: "..dump(price)) local min_buying_item_count = 1 -- Calculate price NPC is going to buy for local buying_price_count = price.count * price_factor -- Check if the buying price is not an integer if buying_price_count % 1 ~= 0 then -- If not, increase the buying item count until we get an integer local adjust = 1 / price_factor if price.count < 1 then adjust = 1 / (price.count * price_factor) end min_buying_item_count = min_buying_item_count * adjust end --minetest.log("Minimum item buy quantity: "..dump(min_buying_item_count)) --minetest.log("Minimum item price quantity: "..dump(buying_price_count)) -- Calculate maximum buyable quantity local max_buying_item_count = min_buying_item_count while ((max_buying_item_count + min_buying_item_count) * buying_price_count <= count) do max_buying_item_count = max_buying_item_count + min_buying_item_count end --minetest.log("Maximum item buy quantity: "..dump(max_buying_item_count)) result[item_name].min_buyable_item_count = min_buying_item_count result[item_name].min_buyable_item_price = buying_price_count result[item_name].max_buyable_item_count = max_buying_item_count end end --minetest.log("Final result: "..dump(result)) 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.string or npc.get_item_name(itemstring) == npc.trade.prices.currency.tier2.string or npc.get_item_name(itemstring) == npc.trade.prices.currency.tier1.string then return true end return false end