if not minetest.get_modpath("shop") then minetest.register_alias("shop:coin", "default:gold_ingot") end local S = mobs.intllib mobs.human = { items = { -- item, price, chance {"default:apple 10", "shop:coin 2", 40}, {"farming:bread 10", "shop:coin 4", 50}, {"default:clay 10", "shop:coin 2", 14}, {"default:brick 10", "shop:coin 4", 17}, {"default:glass 10", "shop:coin 4", 17}, {"default:obsidian 10", "shop:coin 15", 50}, {"default:diamond 1", "default:goldblock 1", 7}, {"default:goldblock 1", "default:diamond 1", 7}, {"farming:wheat 10", "shop:coin 2", 17}, {"default:tree 5", "shop:coin 4", 20}, {"default:stone 10", "shop:coin 8", 17}, {"default:desert_stone 10", "shop:coin 8", 27}, {"default:sapling 1", "shop:coin 1", 7}, {"default:pick_steel 1", "shop:coin 2", 7}, {"default:sword_steel 1", "shop:coin 2", 17}, {"default:shovel_steel 1", "shop:coin 1", 17}, }, names = { "Bob", "Duncan", "Bill", "Tom", "James", "Ian", "Lenny" } } -- Trader ( same as NPC but with right-click shop ) mobs:register_mob("mobs_npc:trader", { type = "npc", passive = false, damage = 3, attack_type = "dogfight", attacks_monsters = true, pathfinding = false, hp_min = 10, hp_max = 20, armor = 100, collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35}, visual = "mesh", mesh = "character.b3d", textures = { {"mobs_trader.png"}, -- by Frerin {"mobs_trader2.png"}, -- re-coloured by amhadinger {"mobs_trader3.png"}, -- re-coloured by amhadinger }, makes_footstep_sound = true, sounds = {}, walk_velocity = 2, run_velocity = 3, jump = false, drops = {}, water_damage = 0, lava_damage = 4, light_damage = 0, follow = {"default:diamond"}, view_range = 15, owner = "", order = "stand", fear_height = 3, animation = { speed_normal = 30, speed_run = 30, stand_start = 0, stand_end = 79, walk_start = 168, walk_end = 187, run_start = 168, run_end = 187, punch_start = 200, punch_end = 219, }, on_rightclick = function(self, clicker) mobs_trader(self, clicker, mobs.human) end, }) --This code comes almost exclusively from the trader and inventory of mobf, by Sapier. --The copyright notice below is from mobf: ------------------------------------------------------------------------------- -- Mob Framework Mod by Sapier -- -- You may copy, use, modify or do nearly anything except removing this -- copyright notice. -- And of course you are NOT allow to pretend you have written it. -- --! @file inventory.lua --! @brief component containing mob inventory related functions --! @copyright Sapier --! @author Sapier --! @date 2013-01-02 -- --! @defgroup Inventory Inventory subcomponent --! @brief Component handling mob inventory --! @ingroup framework_int --! @{ -- -- Contact sapier a t gmx net ------------------------------------------------------------------------------- -- Modifications Copyright 2016 by James Stevenson local trader_inventory = {} local function add_goods(race) local goods_to_add = nil for i = 1, 16 do if math.random(0, 100) > race.items[i][3] then trader_inventory.set_stack(trader_inventory, "goods", i, race.items[i][1]) end end end function mobs_trader(self, clicker, race) local player = clicker:get_player_name() if not self.id then self.id = (math.random(1, 1000) * math.random(1, 10000)) .. self.name .. (math.random(1, 1000) ^ 2) end if not self.game_name then self.game_name = tostring(race.names[math.random(1, #race.names)]) self.nametag = S("Trader @1", self.game_name) self.object:set_properties({ nametag = self.nametag, nametag_color = "#00FF00" }) end local unique_entity_id = self.id local is_inventory = minetest.get_inventory({ type = "detached", name = unique_entity_id}) local move_put_take = { allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) if (from_list == "goods" and to_list == "selection") or (from_list == "selection" and to_list == "goods") then return count else return 0 end end, allow_put = function(inv, listname, index, stack, player) return 0 end, allow_take = function(inv, listname, index, stack, player) return 0 end, on_move = function(inv, from_list, from_index, to_list, to_index, count, player) if from_list == "goods" and to_list == "selection" then local moved = inv.get_stack(inv, to_list, to_index) local goodname = moved.get_name(moved) local elements = moved.get_count(moved) if elements > count then -- Remove the surplus parts inv.set_stack(inv, "selection", 1, goodname .. " " .. tostring(count)) -- The slot we took from is now free. inv.set_stack(inv, "goods", from_index, goodname .. " " .. tostring(elements - count)) -- Update the real amount of items in the slot now. elements = count end local good = nil for i = 1, #race.items, 1 do local stackstring = goodname .. " " .. count if race.items[i][1] == stackstring then good = race.items[i] end end if good ~= nil then inv.set_stack(inv, "price", 1, good[2]) else inv.set_stack(inv, "price", 1, nil) end elseif from_list == "selection" and to_list == "goods" then inv.set_stack(inv, "price", 1, nil) end end, on_put = function(inv, listname, index, stack, player) end, on_take = function(inv, listname, index, stack, player) end, } if is_inventory == nil then trader_inventory = minetest.create_detached_inventory(unique_entity_id, move_put_take) trader_inventory.set_size(trader_inventory, "goods", 16) trader_inventory.set_size(trader_inventory, "selection", 1) trader_inventory.set_size(trader_inventory, "price", 1) add_goods(race) --print("added stuff") end minetest.chat_send_player(player, S("[NPC] Hello, @2, have a look at my wares.", self.game_name, player)) minetest.show_formspec(player, "mobs_npc:trader", "size[8,9]" .. default.gui_bg .. default.gui_bg_img .. default.gui_slots .. "list[detached:" .. unique_entity_id .. ";goods;0,0;8,2]" .. "label[0,3;Selection]" .. "list[detached:" .. unique_entity_id .. ";selection;2,3;1,1]" .. "label[4,3;Price]" .. "list[detached:" .. unique_entity_id .. ";price;6,3;1,1]" .. "button[4,4;2,1;purchase;Purchase]" .. "list[current_player;main;0,5;8,1;]" .. "list[current_player;main;0,6.25;8,3;8]" .. default.get_hotbar_bg(0, 5)) end minetest.register_on_player_receive_fields(function(player, formname, fields) if formname ~= "mobs_npc:trader" then return end --print(dump(trader_inventory:get_lists())) local selection_name = trader_inventory:get_stack("selection", 1):get_name() local selection_count = trader_inventory:get_stack("selection", 1):get_count() local selection_string = selection_name .. " " .. tostring(selection_count) local price_name = trader_inventory:get_stack("price", 1):get_name() local price_count = trader_inventory:get_stack("price", 1):get_count() local price_string = price_name .. " " .. tostring(price_count) --print(selection_string .. "\nfor:\n" .. price_string) if player:get_inventory():contains_item("main", price_string) then --print("you got it!") trader_inventory:set_stack("selection", 1, nil) trader_inventory:set_stack("price", 1, nil) player:get_inventory():remove_item("main", price_string) local adder = player:get_inventory():add_item("main", selection_string) if adder then minetest.add_item(player:getpos(), adder) end else minetest.chat_send_player(player:get_player_name(), "Not enough credits!") end end) mobs:register_egg("mobs_npc:trader", S("Trader"), "default_sandstone.png", 1) -- compatibility mobs:alias_mob("mobs:trader", "mobs_npc:trader")