Add warnings and notes about trading implementation
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@ -3,6 +3,12 @@
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--made for MC like Survival game
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--License for code WTFPL and otherwise stated in readmes
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-- TODO: Per-player trading inventories
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-- TODO: Trading tiers
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-- TODO: Trade locking
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-- FIXME: Weird behaviour when taking single item from output stack
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-- FIXME: Placing output on exiting item in player inventory destroys item
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-- intllib
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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@ -291,7 +297,7 @@ local init_profession = function(self)
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self._profession = profession_names[p]
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end
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if not self._max_trade_tier then
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-- TODO: Randomize
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-- TODO: Start with tier 1
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self._max_trade_tier = 10
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end
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end
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@ -368,6 +374,8 @@ local function show_trade_formspec(playername, trader)
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"background[-0.19,-0.25;9.41,9.49;mobs_mc_trading_formspec_bg.png]"..
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mcl_vars.inventory_header..
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"label[4,0;"..minetest.formspec_escape(profession).."]"
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-- FIXME: Remove when trading bugs are fixed
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.."label[0,0.5;"..minetest.formspec_escape(minetest.colorize("#FF0000", "WARNING! Trading is incomplete and might have bugs!")).."]"
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.."list[current_player;main;0,4.5;9,3;9]"
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.."list[current_player;main;0,7.74;9,1;]"
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.."button[1,1;0.5,1;prev_trade;<]"
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@ -470,6 +478,7 @@ mobs:register_mob("mobs_mc:villager", {
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player_trading_with[name] = self
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-- TODO: Create per-player trading inventories
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local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade"})
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if not inv then
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inv = minetest.create_detached_inventory("mobs_mc:trade", {
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