advanced_npc/trade/trade.lua
zorman2000 75af34beb5 Dialogue: full support for flag-based dialogues.
Added support for nested dialogue trees.
Trade: (WIP) Refactor code to support dedicated trading.
2017-01-26 12:55:04 -05:00

315 lines
12 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.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
result = npc.trade.create_offer(npc.trade.OFFER_BUY, 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, count)
end
return result
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 currency items for
-- payment. The currencies should come from either the NPC's inventory or a
-- chest belonging to it.
function npc.trade.create_offer(offer_type, item, price_item_count, count)
minetest.log("Item:"..dump(item))
local result = {}
-- Check offer type
if offer_type == npc.trade.OFFER_BUY then
-- Get price for the given item
local item_price = npc.trade.prices.table[item]
minetest.log("Item price: "..dump(item_price))
-- 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
minetest.log("Count: "..dump(count)..", price item count: "..dump(item_price.count))
local price_item_count = item_price.count * ((count) / 2)
minetest.log("Price item: "..dump(price_item_count))
-- Increase the amount to buy if the result of the price is a decimal number
while price_item_count % 1 ~= 0 do
minetest.log("Count: "..dump(count))
count = count + 1
price_item_count = item_price.count * ((count) / 2)
minetest.log("Price item: "..dump(price_item_count))
end
-- Check if the currency items can pay for the selected amount to buy
for i = 1, #currency_items do
minetest.log("Currency item: "..dump(currency_items[i]))
minetest.log("Name: "..dump(item_price.tier)..", Count: "..dump(price_item_count))
if currency_items[i].name == item_price.tier and currency_items[i].count >= item_price.count then
-- Create price itemstring
local price_string = item_price.tier.." "
..tostring( item_price.count * (count / 2) )
-- Build the return object
result = {
offer_type = offer_type,
item = item.." "..count,
price = price_string
}
end
end
else
-- Make sell offer, NPC will sell items to player at regular price
-- 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[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)