d8b90d95c3
Add support to avoid flipping sold items out of stock to buy immediately.
409 lines
14 KiB
Lua
409 lines
14 KiB
Lua
-- Trading code for Advanced NPC by Zorman2000
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npc.trade = {}
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npc.trade.CASUAL = "casual"
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npc.trade.TRADER = "trader"
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npc.trade.NONE = "none"
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npc.trade.OFFER_BUY = "buy"
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npc.trade.OFFER_SELL = "sell"
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-- This table holds all responses for trades
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npc.trade.results = {
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single_trade_offer = {},
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trade_offers = {}
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}
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-- Casual trader NPC dialogues definition
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-- Casual buyer
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npc.trade.CASUAL_TRADE_BUY_DIALOGUE = {
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text = "I'm looking to buy some items, are you interested?",
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casual_trade_type = npc.trade.OFFER_BUY,
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responses = {
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[1] = {
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text = "Sell",
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action_type = "function",
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response_id = 1,
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action = function(self, player)
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npc.trade.show_trade_offer_formspec(self, player, npc.trade.OFFER_BUY)
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end
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}
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}
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}
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-- Casual seller
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npc.trade.CASUAL_TRADE_SELL_DIALOGUE = {
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text = "I have some items to sell, are you interested?",
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casual_trade_type = npc.trade.OFFER_SELL,
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responses = {
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[1] = {
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text = "Buy",
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action_type = "function",
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response_id = 1,
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action = function(self, player)
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npc.trade.show_trade_offer_formspec(self, player, npc.trade.OFFER_SELL)
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end
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}
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}
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}
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-- Dedicated trade dialogue prompt
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npc.trade.DEDICATED_TRADER_PROMPT = {
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text = "Hello there, would you like to trade?",
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is_dedicated_trade_prompt = true,
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responses = {
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[1] = {
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text = "Buy",
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action_type = "function",
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response_id = 1,
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action = function(self, player)
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end
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},
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[2] = {
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text = "Sell",
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action_type = "function",
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response_id = 2,
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action = function(self, player)
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end
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}
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}
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}
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function npc.trade.show_trade_offer_formspec(self, player, offer_type)
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-- Strings for formspec, to include international support later
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local prompt_string = " offers to buy from you"
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local for_string = "for"
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local buy_sell_string = "Sell"
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-- Get offer. As this is casual trading, NPCs will only have
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-- one trade offer
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local trade_offer = self.trader_data.buy_offers[1]
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if offer_type == npc.trade.OFFER_SELL then
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trade_offer = self.trader_data.sell_offers[1]
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prompt_string = " wants to sell to you"
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buy_sell_string = "Buy"
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end
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local formspec = "size[8,4]"..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_slots..
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"label[2,0.1;"..self.nametag..prompt_string.."]"..
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"item_image_button[2,1.3;1.2,1.2;"..trade_offer.item..";item;]"..
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"label[3.75,1.75;"..for_string.."]"..
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"item_image_button[4.8,1.3;1.2,1.2;"..trade_offer.price..";price;]"..
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"button_exit[1,3.3;2.9,0.5;yes_option;"..buy_sell_string.."]"..
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"button_exit[4.1,3.3;2.9,0.5;no_option;"..npc.dialogue.NEGATIVE_ANSWER_LABEL.."]"
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-- Create entry into results table
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npc.trade.results.single_trade_offer[player:get_player_name()] = {
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trade_offer = trade_offer,
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npc = self
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}
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-- Show formspec to player
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minetest.show_formspec(player:get_player_name(), "advanced_npc:trade_offer", formspec)
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end
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function npc.trade.get_random_trade_status()
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local chance = math.random(1,10)
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if chance < 3 then
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-- Non-trader
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return npc.trade.NONE
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elseif 3 <= chance and chance <= 7 then
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-- Casual trader
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return npc.trade.CASUAL
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elseif chance > 7 then
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-- Trader by profession
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return npc.trade.TRADER
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end
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end
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-- This function generates and stores on the NPC data trade
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-- offers depending on the trader status.
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function npc.trade.generate_trade_offers_by_status(self)
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-- Get trader status
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local status = self.trader_data.trader_status
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-- Check what is the trader status
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if status == npc.trade.NONE then
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-- For none, clear all offers
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self.trader_data.buy_offers = {}
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self.trader_data.sell_offers = {}
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elseif status == npc.trade.CASUAL then
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-- For casual, generate one buy and one sell offer
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self.trader_data.buy_offers = {
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[1] = npc.trade.get_casual_trade_offer(self, npc.trade.OFFER_BUY)
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}
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self.trader_data.sell_offers = {
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[1] = npc.trade.get_casual_trade_offer(self, npc.trade.OFFER_SELL)
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}
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elseif status == npc.trade.TRADER then
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-- Get trade offers for a dedicated trader
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local offers = npc.trade.get_dedicated_trade_offers(self)
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-- Store buy offers
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for i = 1, #offers.buy do
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table.insert(self.trader_data.buy_offers, offers.buy[i])
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end
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-- Store sell offers
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for i = 1, #offers.sell do
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table.insert(self.trader_data.sell_offers, offers.sell[i])
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end
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end
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end
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-- Convenience method that retrieves all the currency
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-- items that a NPC has on his/her inventory
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function npc.trade.get_currencies_in_inventory(self)
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local result = {}
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local tier3 = npc.inventory_contains(self, npc.trade.prices.currency.tier3.string)
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local tier2 = npc.inventory_contains(self, npc.trade.prices.currency.tier2.string)
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local tier1 = npc.inventory_contains(self, npc.trade.prices.currency.tier1.string)
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if tier3 ~= nil then
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table.insert(result, {name = npc.get_item_name(tier3.item_string),
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count = npc.get_item_count(tier3.item_string)} )
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end
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if tier2 ~= nil then
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table.insert(result, {name = npc.get_item_name(tier2.item_string),
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count = npc.get_item_count(tier2.item_string)} )
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end
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if tier1 ~= nil then
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table.insert(result, {name = npc.get_item_name(tier1.item_string),
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count = npc.get_item_count(tier1.item_string)} )
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end
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minetest.log("Found currency in inventory: "..dump(result))
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return result
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end
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-- This function will return an offer object, based
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-- on the items the NPC has.
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function npc.trade.get_casual_trade_offer(self, offer_type)
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local result = {}
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-- Check offer type
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if offer_type == npc.trade.OFFER_BUY then
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-- Create buy offer based on what the NPC can actually buy
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local currencies = npc.trade.get_currencies_in_inventory(self)
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-- Choose a random currency
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local chosen_tier = currencies[math.random(#currencies)]
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-- Get items for this currency
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local buyable_items =
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npc.trade.prices.get_items_for_currency_count(chosen_tier.name, chosen_tier.count, 0.5)
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-- Select a random item from the buyable items
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local item_set = {}
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for item,price_info in pairs(buyable_items) do
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table.insert(item_set, item)
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end
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local item = item_set[math.random(#item_set)]
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-- Choose buying quantity. Since this is a buy offer, NPC will buy items
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-- at half the price. Therefore, NPC will always ask for even quantities
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-- so that the price count is always an integer number
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local amount_to_buy = math.random(buyable_items[item].min_buyable_item_count, buyable_items[item].max_buyable_item_count)
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-- Create trade offer
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minetest.log("Buyable item: "..dump(buyable_items[item]))
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result = npc.trade.create_offer(npc.trade.OFFER_BUY, item, buyable_items[item].price, buyable_items[item].min_buyable_item_price, amount_to_buy)
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else
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-- Make sell offer, NPC will sell items to player at regular price
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-- NPC will also offer items from their inventory
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local sellable_items = {}
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for i = 1, #self.inventory do
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if self.inventory[i] ~= "" then
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if npc.trade.prices.is_item_currency(self.inventory[i]) == false then
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table.insert(sellable_items, self.inventory[i])
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end
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end
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end
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-- Choose a random item from the sellable items
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local item = sellable_items[math.random(#sellable_items)]
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-- Choose how many of this item will be sold to player
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local count = math.random(npc.get_item_count(item))
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-- Create trade offer
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result = npc.trade.create_offer(npc.trade.OFFER_SELL, npc.get_item_name(item), nil, nil, count)
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end
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return result
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end
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-- The following function create buy and sell offers for dedicated traders,
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-- based on the trader list and the source of items. Initially, it will only
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-- be NPC inventories. In the future, it should support both NPC and chest
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-- inventories,
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function npc.trade.get_dedicated_trade_offers(self)
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local offers = {
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sell = {},
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buy = {}
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}
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local trade_list = self.trader_data.trade_list.both
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for item_name, trade_info in pairs(trade_list) do
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-- For each item on the trader list, check if it is in the NPC inventory.
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-- If it is, create a sell offer, else create a buy offer if possible.
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local item = npc.inventory_contains(self, item_name)
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if item ~= nil then
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-- Create sell offer for this item. Currently, traders will offer to sell only
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-- of their items to allow the fine control for players to buy what they want.
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-- This requires, however, that the trade offers are re-generated everytime a
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-- sell is made.
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table.insert(offers.sell, npc.trade.create_offer(
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npc.trade.OFFER_SELL,
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item_name,
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nil,
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nil,
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1)
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)
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-- Set last offer type
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trade_info.last_offer_type = npc.trade.OFFER_SELL
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else
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-- Avoid flipping an item to the buy side if the stock was just depleted
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if trade_info.last_offer_type ~= npc.trade.OFFER_SELL then
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-- Create buy offer for this item
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-- Only do if the NPC can actually afford the items.
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local currencies = npc.trade.get_currencies_in_inventory(self)
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-- Choose a random currency
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local chosen_tier = currencies[math.random(#currencies)]
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-- Get items for this currency
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local buyable_items =
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npc.trade.prices.get_items_for_currency_count(chosen_tier.name, chosen_tier.count, 0.5)
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-- Check if the item from trader list is present in the buyable items list
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for buyable_item, price_info in pairs(buyable_items) do
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if buyable_item == item_name then
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-- If item found, create a buy offer for this item
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-- Again, offers are created for one item only. Buy offers should be removed
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-- after the NPC has bought a certain quantity, say, 5 items.
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table.insert(offers.buy, npc.trade.create_offer(
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npc.trade.OFFER_BUY,
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item_name,
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price_info.price,
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price_info.min_buyable_item_price,
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price_info.min_buyable_item_count)
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)
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-- Set last offer type
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trade_info.last_offer_type = npc.trade.OFFER_BUY
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end
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end
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end
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end
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end
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return offers
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end
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-- Creates a trade offer based on the offer type, given item and count. If
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-- the offer is a "buy" offer, it is required to provide the price item and
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-- the minimum price item count.
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function npc.trade.create_offer(offer_type, item, price, min_price_item_count, count)
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local result = {}
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-- Check offer type
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if offer_type == npc.trade.OFFER_BUY then
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-- Get price for the given item
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-- Create price itemstring
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local price_string = price.tier.." "
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..tostring( min_price_item_count * count )
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-- Build the return object
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result = {
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offer_type = offer_type,
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item = item.." "..count,
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price = price_string
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}
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else
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-- Make sell offer, NPC will sell items to player at regular price
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-- Get and calculate price for this object
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local price_object = npc.trade.prices.table[item]
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-- Check price object, if price < 1 then offer to sell for 1
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if price_object.count < 1 then
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price_object.count = 1
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end
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local price_string = price_object.tier.." "..tostring(price_object.count * count)
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-- Build return object
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result = {
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offer_type = offer_type,
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item = npc.get_item_name(item).." "..count,
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price = price_string
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}
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end
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return result
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end
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-- TODO: THis method needs to be refactored to be able to manage
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-- both NPC inventories and chest inventories
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function npc.trade.perform_trade(self, player_name, offer)
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local item_stack = ItemStack(offer.item)
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local price_stack = ItemStack(offer.price)
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local inv = minetest.get_inventory({type = "player", name = player_name})
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-- Check if offer is a buy or sell
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if offer.offer_type == npc.trade.OFFER_BUY then
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-- If NPC is buying from player, then player loses item, gets price
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-- Check player has the item being buyed
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if inv:contains_item("main", item_stack) then
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-- Check if there is enough room to add the price item to player
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if inv:room_for_item("main", price_stack) then
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-- Remove item from player
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inv:remove_item("main", item_stack)
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-- Add item to NPC's inventory
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npc.add_item_to_inventory_itemstring(self, offer.item)
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-- Add price items to player
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inv:add_item("main", price_stack)
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-- Send message to player
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minetest.chat_send_player(player_name, "Thank you!")
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else
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minetest.chat_send_player(player_name,
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"Looks like you can't get what I'm giving you for payment!")
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end
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else
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minetest.chat_send_player(player_name, "Looks like you don't have what I want to buy...")
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end
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else
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-- If NPC is selling to the player, then player gives price and gets
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-- item, NPC loses item and gets price
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-- Check NPC has the required item to pay
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if inv:contains_item("main", price_stack) then
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-- Check if there is enough room to add the item to player
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if inv:room_for_item("main", item_stack) then
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-- Remove item from player
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inv:remove_item("main", price_stack)
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-- Add item to NPC's inventory
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npc.add_item_to_inventory_itemstring(self, offer.price)
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-- Add price items to player
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inv:add_item("main", item_stack)
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-- Send message to player
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minetest.chat_send_player(player_name, "Thank you!")
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else
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minetest.chat_send_player(player_name, "Looks like you can't carry anything else...")
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end
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else
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minetest.chat_send_player(player_name, "Looks like you don't have what I'm asking for!")
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end
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end
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end
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-- Handler for chat formspec
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minetest.register_on_player_receive_fields(function (player, formname, fields)
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-- Additional checks for other forms should be handled here
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-- Handle yes/no dialogue
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if formname == "advanced_npc:trade_offer" then
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local player_name = player:get_player_name()
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if fields then
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local player_response = npc.trade.results.single_trade_offer[player_name]
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-- Unlock the action timer
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npc.unlock_actions(player_response.npc)
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if fields.yes_option then
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npc.trade.perform_trade(player_response.npc, player_name, player_response.trade_offer)
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elseif fields.no_option then
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minetest.chat_send_player(player_name, "Talk to me if you change your mind!")
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end
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end
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end
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end) |