advanced_npc/trade/trade.lua
zorman2000 d7a8de5b86 Trade: A list of buyable items is now calculated with the maximum amount buyable (given the currency), the minimum buyable amount and the minimum price.
Port casual trading to use this system.
Refactor the offer function to also support dedicated trading.
2017-01-29 20:08:34 -05:00

290 lines
10 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
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
-- 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)