advanced_npc/trader_test.lua

265 lines
7.6 KiB
Lua
Executable File

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] <Trader @1> 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")