-- 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 table holds all responses for trades npc.trade.results = { single_trade_offer = {}, trade_offers = {} } -- Casual trader NPC dialogues definition -- Casual buyer npc.trade.CASUAL_TRADE_BUY_DIALOGUE = { text = "I'm looking to buy some items, are you interested?", casual_trade_type = npc.trade.OFFER_BUY, responses = { [1] = { text = "Yes, let's see what you are looking for", 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.trade.CASUAL_TRADE_SELL_DIALOGUE = { text = "I have some items to sell, are you interested?", casual_trade_type = npc.trade.OFFER_SELL, responses = { [1] = { text = "Yes, let's see what you have", 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.trade.DEDICATED_TRADER_PROMPT = { text = "Hello there, would you like to trade?", is_dedicated_trade_prompt = true, responses = { [1] = { text = "Buy", action_type = "function", response_id = 1, action = function(self, player) end }, [2] = { text = "Sell", action_type = "function", response_id = 2, action = function(self, player) 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.nametag..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..";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.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 -- 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 -- 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 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_trade_offers_for_dedicated_trader(self) 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 result = { offer_type = offer_type, item = item.." "..count, price = 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 result = { offer_type = offer_type, item = npc.get_item_name(item).." "..count, price = price_string } end return result end -- TODO: THis method needs to be refactored to be able to manage -- both NPC inventories and chest inventories 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 get 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: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 end end)