advanced_npc/trade/trade.lua
zorman2000 60b847a02a Actions: (WIP) Add locks, unlocks and re-execution of actions if there are interruptions. Need to improve the lock/unlock mechanism.
Dialogues, trading: Add lock and unlock upon starting/finishing an interaction.
Updated README with progress.
Pathfinding: Fix slight bug that avoid a map being generated if the difference of start and end positions' z coordinate is zero.
2017-01-18 19:34:02 -05:00

273 lines
9.6 KiB
Lua

-- 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
}
}
}
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)
local tier2 = npc.inventory_contains(self, npc.trade.prices.currency.tier2)
local tier1 = npc.inventory_contains(self, npc.trade.prices.currency.tier1)
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)
-- Select a random item from the buyable items
local item_set = {}
for item,price 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(1,5) * 2
local price_item_count = buyable_items[item].count * ((amount_to_buy) / 2)
-- Increase the amount to buy if the result of the price is a decimal number
while price_item_count % 1 ~= 0 do
amount_to_buy = amount_to_buy + 1
price_item_count = buyable_items[item].count * ((amount_to_buy) / 2)
end
-- Create price itemstring
local price_string = buyable_items[item].tier.." "
..tostring( buyable_items[item].count * (amount_to_buy / 2) )
-- Build the return object
result = {
offer_type = offer_type,
item = item.." "..amount_to_buy,
price = price_string
}
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))
-- Get and calculate price for this object
minetest.log("Item: "..dump(item)..", name: "..dump(npc.get_item_name(item)))
local price_object = npc.trade.prices.table[npc.get_item_name(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
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: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)