-- Trading code for Advanced NPC by Zorman2000 npc.trade = {} npc.trade.CASUAL = "casual" npc.trade.TRADER = "trader" 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 = {}, trade_offers = {}, custom_trade_offer = {} } -- This is the text to be shown each time the NPC has more -- than one custom trade options to choose from npc.trade.CUSTOM_TRADES_PROMPT_TEXT = "Hi there, how can I help you today?" -- Casual trader NPC dialogues definition -- Casual buyer npc.dialogue.register_dialogue({ text = "I'm looking to buy some items, are you interested?", --casual_trade_type = npc.trade.OFFER_BUY, tags = {"default_casual_trade_dialogue", "buy_offer"}, --dialogue_type = npc.dialogue.dialogue_type.casual_trade, responses = { [1] = { text = "Sell", action_type = "function", response_id = 1, action = function(self, player) npc.trade.show_trade_offer_formspec(self, player, npc.trade.OFFER_BUY) end } } }) -- npc.trade.CASUAL_TRADE_BUY_DIALOGUE = { -- text = "I'm looking to buy some items, are you interested?", -- casual_trade_type = npc.trade.OFFER_BUY, -- dialogue_type = npc.dialogue.dialogue_type.casual_trade, -- responses = { -- [1] = { -- text = "Sell", -- action_type = "function", -- response_id = 1, -- action = function(self, player) -- npc.trade.show_trade_offer_formspec(self, player, npc.trade.OFFER_BUY) -- end -- } -- } -- } -- Casual seller npc.dialogue.register_dialogue({ text = "I have some items to sell, are you interested?", --dialogue_type = npc.dialogue.dialogue_type.casual_trade, tags = {"default_casual_trade_dialogue", "sell_offer"}, --casual_trade_type = npc.trade.OFFER_SELL, responses = { [1] = { text = "Buy", action_type = "function", response_id = 1, action = function(self, player) npc.trade.show_trade_offer_formspec(self, player, npc.trade.OFFER_SELL) end } } }) -- npc.trade.CASUAL_TRADE_SELL_DIALOGUE = { -- text = "I have some items to sell, are you interested?", -- dialogue_type = npc.dialogue.dialogue_type.casual_trade, -- casual_trade_type = npc.trade.OFFER_SELL, -- responses = { -- [1] = { -- text = "Buy", -- action_type = "function", -- response_id = 1, -- action = function(self, player) -- npc.trade.show_trade_offer_formspec(self, player, npc.trade.OFFER_SELL) -- end -- } -- } -- } -- Dedicated trade dialogue prompt npc.dialogue.register_dialogue({ text = "Hello there, would you like to trade?", tags = {npc.dialogue.tags.DEFAULT_DEDICATED_TRADE}, dialogue_type = npc.dialogue.dialogue_type.dedicated_trade, responses = { [1] = { text = "Buy", action_type = "function", response_id = 1, action = function(self, player) npc.trade.show_dedicated_trade_formspec(self, player, npc.trade.OFFER_SELL) end }, [2] = { text = "Sell", action_type = "function", response_id = 2, action = function(self, player) npc.trade.show_dedicated_trade_formspec(self, player, npc.trade.OFFER_BUY) end }, [3] = { text = "Other", action_type = "function", response_id = 3, action = function(self, player) local dialogue = npc.dialogue.create_custom_trade_options(self, player) npc.dialogue.process_dialogue(self, dialogue, player:get_player_name()) end } } }) -- npc.trade.DEDICATED_TRADER_PROMPT = { -- text = "Hello there, would you like to trade?", -- dialogue_type = npc.dialogue.dialogue_type.dedicated_trade, -- responses = { -- [1] = { -- text = "Buy", -- action_type = "function", -- response_id = 1, -- action = function(self, player) -- npc.trade.show_dedicated_trade_formspec(self, player, npc.trade.OFFER_SELL) -- end -- }, -- [2] = { -- text = "Sell", -- action_type = "function", -- response_id = 2, -- action = function(self, player) -- npc.trade.show_dedicated_trade_formspec(self, player, npc.trade.OFFER_BUY) -- end -- }, -- [3] = { -- text = "Other", -- action_type = "function", -- response_id = 3, -- action = function(self, player) -- local dialogue = npc.dialogue.create_custom_trade_options(self, player) -- npc.dialogue.process_dialogue(self, dialogue, player:get_player_name()) -- end -- } -- } -- } 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" local for_string = "for" local buy_sell_string = "Sell" -- Get offer. As this is casual trading, NPCs will only have -- one trade offer local trade_offer = self.trader_data.buy_offers[1] if offer_type == npc.trade.OFFER_SELL then trade_offer = self.trader_data.sell_offers[1] prompt_string = " wants to sell to you" buy_sell_string = "Buy" end local formspec = "size[8,4]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. "label[2,0.1;"..self.npc_name..prompt_string.."]".. "item_image_button[2,1.3;1.2,1.2;"..trade_offer.item..";item;]".. "label[3.75,1.75;"..for_string.."]".. "item_image_button[4.8,1.3;1.2,1.2;"..trade_offer.price[1]..";price;]".. "button_exit[1,3.3;2.9,0.5;yes_option;"..buy_sell_string.."]".. "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.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:trade_offer", formspec) end function npc.trade.show_dedicated_trade_formspec(self, player, offers_type) -- Choose the correct offers local offers = self.trader_data.buy_offers local menu_offer_type = "sell" if offers_type == npc.trade.OFFER_SELL then offers = self.trader_data.sell_offers menu_offer_type = "buy" end -- Create a grid with the items for trade offer local max_columns = 4 local current_x = 0.2 local current_y = 0.5 local current_col = 1 local current_row = 1 local formspec = "size[8.9,8.2]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. "label[0.2,0.05;Click on the price button to "..menu_offer_type.." item]" for i = 1, #offers do local price_item_name = minetest.registered_items[npc.get_item_name(offers[i].price[1])].description local count_label = "" if npc.get_item_count(offers[i].item) > 1 then count_label = "label["..(current_x + 1.35)..","..(current_y + 1)..";"..npc.get_item_count(offers[i].item).."]" end formspec = formspec.. "box["..current_x..","..current_y..";2,2.3;#212121]".. "item_image["..(current_x + 0.45)..","..(current_y + 0.15)..";1.3,1.3;"..npc.get_item_name(offers[i].item).."]".. count_label.. "item_image_button["..(current_x + 1.15)..","..(current_y + 1.4)..";1,1;"..offers[i].price[1]..";price"..i..";]".. "label["..(current_x + 0.15)..","..(current_y + 1.7)..";Price]" current_x = current_x + 2.1 current_col = current_col + 1 if current_col > 4 then current_col = 1 current_x = 0.2 current_y = current_y + 2.4 end end formspec = formspec .. "button_exit[2.5,7.9;3.9,0.5;exit;Nevermind]" -- Create entry into results table npc.trade.results.trade_offers[player:get_player_name()] = { offers_type = offers_type, offers = offers, npc = self } minetest.show_formspec(player:get_player_name(), "advanced_npc:dedicated_trading_offers", formspec) end -- For the moment, the trade offer for custom trade is always of sell type function npc.trade.show_custom_trade_offer(self, player, offer) local for_string = "for" -- Create payments grid. Try to center it. When there are 4 -- payment options, a grid is to be displayed. local price_count = #offer.price local start_x = 2 local margin_x = 0 local start_y = 1.45 if price_count == 2 then start_x = 1.5 margin_x = 0.3 elseif price_count == 3 then start_x = 1.15 margin_x = 0.85 elseif price_count == 4 then start_x = 1.5 start_y = 0.8 margin_x = 0.3 end -- Create payment grid local price_grid = "" for i = 1, #offer.price do price_grid = price_grid.."item_image_button["..start_x..","..start_y..";1,1;"..offer.price[i]..";price"..i..";]" if #offer.price == 4 and i == 2 then start_x = 1.5 start_y = start_y + 1 else start_x = start_x + 1 end end local formspec = "size[8,4]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. "label[2,0.1;"..self.npc_name..": "..offer.dialogue_prompt.."]".. price_grid.. "label["..(margin_x + 3.75)..",1.75;"..for_string.."]".. "item_image_button["..(margin_x + 4.8)..",1.3;1.2,1.2;"..offer.item..";item;]".. "button_exit[1,3.3;2.9,0.5;yes_option;"..offer.button_prompt.."]".. "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.custom_trade_offer[player:get_player_name()] = { trade_offer = offer, npc = self } -- Show formspec to player minetest.show_formspec(player:get_player_name(), "advanced_npc:custom_trade_offer", formspec) end function npc.trade.get_random_trade_status() local chance = math.random(1,10) if chance < 3 then -- Non-trader return npc.trade.NONE elseif 3 <= chance and chance <= 7 then -- Casual trader return npc.trade.CASUAL elseif chance > 7 then -- Trader by profession return npc.trade.TRADER end end -- This function generates and stores on the NPC data trade -- offers depending on the trader status. function npc.trade.generate_trade_offers_by_status(self) -- Get trader status local status = self.trader_data.trader_status -- Check what is the trader status if status == npc.trade.NONE then -- For none, clear all offers self.trader_data.buy_offers = {} self.trader_data.sell_offers = {} elseif status == npc.trade.CASUAL then -- For casual, generate one buy and one sell offer self.trader_data.buy_offers = { [1] = npc.trade.get_casual_trade_offer(self, npc.trade.OFFER_BUY) } self.trader_data.sell_offers = { [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 for i = 1, #offers.buy do table.insert(self.trader_data.buy_offers, offers.buy[i]) end -- Store sell offers for i = 1, #offers.sell do table.insert(self.trader_data.sell_offers, offers.sell[i]) end 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.string) local tier2 = npc.inventory_contains(self, npc.trade.prices.currency.tier2.string) local tier1 = npc.inventory_contains(self, npc.trade.prices.currency.tier1.string) 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. function npc.trade.get_casual_trade_offer(self, offer_type) 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, 0.5) -- Select a random item from the buyable items local item_set = {} for item,price_info 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(buyable_items[item].min_buyable_item_count, buyable_items[item].max_buyable_item_count) -- Create trade offer --minetest.log("Buyable item: "..dump(buyable_items[item])) result = npc.trade.create_offer(npc.trade.OFFER_BUY, item, buyable_items[item].price, buyable_items[item].min_buyable_item_price, amount_to_buy) else -- Make sell offer, NPC will sell items to player 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 -- Check if there are no sellable items to avoid crash if #sellable_items > 0 then -- 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)) -- Create trade offer result = npc.trade.create_offer(npc.trade.OFFER_SELL, npc.get_item_name(item), nil, nil, count) end end return result end -- The following function create buy and sell offers for dedicated traders, -- based on the trader list and the source of items. Initially, it will only -- be NPC inventories. In the future, it should support both NPC and chest -- inventories, function npc.trade.get_dedicated_trade_offers(self) local offers = { sell = {}, buy = {} } local trade_list = self.trader_data.trade_list --npc.log("INFO", "NPC Inventory: "..dump(self.inventory)) 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) --minetest.log("Searched item: "..dump(item_name)) --minetest.log("Found: "..dump(item)) if item ~= nil and trade_info.last_offer_type ~= npc.trade.OFFER_BUY then -- Check if item can be sold if trade_info.item_sold_count == nil or (trade_info.item_sold_count ~= nil and (trade_info.max_item_sell_count and trade_info.item_sold_count < trade_info.max_item_sell_count)) then -- This check makes sure that the NPC will keep max_item_sell_count at any time. if trade_info.amount_to_keep == nil or (trade_info.amount_to_keep ~= nil and trade_info.amount_to_keep < ItemStack(item.item_string):get_count()) then -- Create sell offer for this item. Currently, traders will offer to sell only -- one 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 end else -- Clear the trade info for this item trade_info.item_sold_count = 0 end 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) -- 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. if trade_info.item_bought_count == nil or (trade_info.item_bought_count ~= nil and (trade_info.max_item_buy_count and trade_info.item_bought_count <= trade_info.max_item_buy_count or 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 end end return offers end -- Creates a trade offer based on the offer type, given item and count. If -- the offer is a "buy" offer, it is required to provide the price item and -- the minimum price item count. function npc.trade.create_offer(offer_type, item, price, min_price_item_count, count) local result = {} -- Check offer type if offer_type == npc.trade.OFFER_BUY then -- Get price for the given item -- Create price itemstring local price_string = price.tier.." " ..tostring( min_price_item_count * count ) -- Build the return object -- Price is always an array, in this case of size 1 result = { offer_type = offer_type, item = item.." "..count, price = {[1] = price_string} } else -- Make sell offer, NPC will sell items to player at regular price -- Get and calculate price for this object local price_object = npc.trade.prices.table[item] -- Check price object, if price < 1 then offer to sell for 1 if price_object.count < 1 then price_object.count = 1 end local price_string = price_object.tier.." "..tostring(price_object.count * count) -- Build return object -- Price is always an array, in this case of size 1 result = { offer_type = offer_type, item = npc.get_item_name(item).." "..count, price = {[1] = price_string} } end return result end -- A custom sell trade offer is a special type of trading the NPC can -- have where a different prompt and multiple payment objects are -- required from the player. A good example is offering to repair a sword, -- where the player has to give an amount of currency and the sword to -- repair in exchange to get a fully repaired sword. -- For the moment being, only sell is supported. function npc.trade.create_custom_sell_trade_offer(option_prompt, dialogue_prompt, button_prompt, item, payments) return { offer_type = npc.OFFER_SELL, option_prompt = option_prompt, dialogue_prompt = dialogue_prompt, button_prompt = button_prompt, item = item, price = payments } end -- 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) -- Create item stacks for each price item local price_stacks = {} for i = 1, #offer.price do table.insert(price_stacks, ItemStack(offer.price[i])) end 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 for i = 1, #price_stacks do if inv:room_for_item("main", price_stacks[i]) then -- Remove item from player inv:remove_item("main", item_stack) -- Remove price item(s) from NPC for j = 1, #price_stacks do npc.take_item_from_inventory_itemstring(self, price_stacks[j]) end -- Add item to NPC's inventory npc.add_item_to_inventory_itemstring(self, offer.item) -- Add price items to player for j = 1, #price_stacks do inv:add_item("main", price_stacks[j]) end -- Send message to player npc.chat(self.npc_name, player_name, "Thank you!") return true else npc.chat(self.npc_name, player_name, "Looks like you can't get what I'm giving you for payment!") return false end end else npc.chat(self.npc_name, 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 -- item, NPC loses item and gets price. for i = 1, #price_stacks do -- Check NPC has the required item to pay if inv:contains_item("main", price_stacks[i]) then -- Check if there is enough room to add the item to player if inv:room_for_item("main", item_stack) then -- Remove price item from player for j = 1, #price_stacks do inv:remove_item("main", price_stacks[j]) end -- Remove sell item from NPC npc.take_item_from_inventory_itemstring(self, offer.item) -- Add price to NPC's inventory for i = 1, #offer.price do npc.add_item_to_inventory_itemstring(self, offer.price[i]) end -- Add item items to player inv:add_item("main", item_stack) -- Send message to player npc.chat(self.npc_name, player_name, "Thank you!") return true else npc.chat(self.npc_name, player_name, "Looks like you can't carry anything else...") return false end else npc.chat(self.npc_name, player_name, "Looks like you don't have what I'm asking for!") return false end 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 casual trade dialogue if formname == "advanced_npc:trade_offer" then local player_name = player:get_player_name() if fields then local player_response = npc.trade.results.single_trade_offer[player_name] -- Unlock the action timer npc.unlock_actions(player_response.npc) if fields.yes_option then 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 end elseif formname == "advanced_npc:dedicated_trading_offers" then local player_name = player:get_player_name() if fields then local player_response = npc.trade.results.trade_offers[player_name] -- Unlock the action timer npc.unlock_actions(player_response.npc) local trade_offers = npc.trade.results.trade_offers[player_name].offers -- Check which price was clicked for i = 1, #trade_offers do local price_button = "price"..tostring(i) if fields[price_button] then 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[offer_item_name])) -- Check if this item has been bought before if player_response.npc.trader_data.trade_list[offer_item_name].item_bought_count == nil then -- Set first count to 1 player_response.npc.trader_data.trade_list[offer_item_name].item_bought_count = 1 else -- Increase count player_response.npc.trader_data.trade_list[offer_item_name].item_bought_count = player_response.npc.trader_data.trade_list[offer_item_name].item_bought_count + 1 end else -- Also count how many items are sold local offer_item_name = npc.get_item_name(trade_offers[i].item) -- Check if this item has been sold before if player_response.npc.trader_data.trade_list[offer_item_name].item_sold_count == nil then -- Set first count to 1 player_response.npc.trader_data.trade_list[offer_item_name].item_sold_count = 1 else -- Increase count player_response.npc.trader_data.trade_list[offer_item_name].item_sold_count = player_response.npc.trader_data.trade_list[offer_item_name].item_sold_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 end elseif formname == "advanced_npc:custom_trade_offer" then -- Handle custom trade formspec local player_name = player:get_player_name() if fields then local player_response = npc.trade.results.custom_trade_offer[player_name] -- Unlock the action timer npc.unlock_actions(player_response.npc) if fields.yes_option then 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 end end end)