Villager trading: Use per-player trading inventory
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9f2460c263
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@ -3,7 +3,6 @@
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--made for MC like Survival game
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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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--License for code WTFPL and otherwise stated in readmes
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-- TODO/FIXME: Per-player trading inventories
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-- TODO: Particles
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-- TODO: Particles
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-- TODO: 4s Regeneration I after trade unlock
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-- TODO: 4s Regeneration I after trade unlock
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-- FIXME: Possible to lock all trades
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-- FIXME: Possible to lock all trades
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@ -438,6 +437,8 @@ local function show_trade_formspec(playername, trader, tradenum)
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disabled_img = "image[4.3,2.52;1,1;mobs_mc_trading_formspec_disabled.png]"..
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disabled_img = "image[4.3,2.52;1,1;mobs_mc_trading_formspec_disabled.png]"..
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"image[4.3,1.1;1,1;mobs_mc_trading_formspec_disabled.png]"
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"image[4.3,1.1;1,1;mobs_mc_trading_formspec_disabled.png]"
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end
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end
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local tradeinv_name = "mobs_mc:trade_"..playername
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local tradeinv = minetest.formspec_escape("detached:"..tradeinv_name)
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local formspec =
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local formspec =
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"size[9,8.75]"
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"size[9,8.75]"
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.."background[-0.19,-0.25;9.41,9.49;mobs_mc_trading_formspec_bg.png]"
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.."background[-0.19,-0.25;9.41,9.49;mobs_mc_trading_formspec_bg.png]"
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@ -448,16 +449,16 @@ local function show_trade_formspec(playername, trader, tradenum)
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.."list[current_player;main;0,7.74;9,1;]"
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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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.."button[1,1;0.5,1;prev_trade;<]"
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.."button[7.26,1;0.5,1;next_trade;>]"
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.."button[7.26,1;0.5,1;next_trade;>]"
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.."list[detached:mobs_mc:trade;wanted;2,1;2,1;]"
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.."list["..tradeinv..";wanted;2,1;2,1;]"
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.."list[detached:mobs_mc:trade;offered;5.76,1;1,1;]"
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.."list["..tradeinv..";offered;5.76,1;1,1;]"
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.."list[detached:mobs_mc:trade;input;2,2.5;2,1;]"
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.."list["..tradeinv..";input;2,2.5;2,1;]"
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.."list[detached:mobs_mc:trade;output;5.76,2.55;1,1;]"
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.."list["..tradeinv..";output;5.76,2.55;1,1;]"
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.."listring[detached:mobs_mc:trade;output]"
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.."listring["..tradeinv..";output]"
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.."listring[current_player;main]"
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.."listring[current_player;main]"
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.."listring[detached:mobs_mc:trade;input]"
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.."listring["..tradeinv..";input]"
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.."listring[current_player;main]"
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.."listring[current_player;main]"
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minetest.sound_play("mobs_mc_villager_trade", {to_player = playername})
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minetest.sound_play("mobs_mc_villager_trade", {to_player = playername})
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minetest.show_formspec(playername, "mobs_mc:trade", formspec)
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minetest.show_formspec(playername, tradeinv_name, formspec)
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end
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end
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local update_offer = function(inv, player, sound)
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local update_offer = function(inv, player, sound)
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@ -608,10 +609,105 @@ mobs:register_mob("mobs_mc:villager", {
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player_trading_with[name] = self
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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_"..name})
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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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player_tradenum[name] = 1
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inv = minetest.create_detached_inventory("mobs_mc:trade", {
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set_trade(self, clicker, inv, player_tradenum[name], player_tradenum[name])
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show_trade_formspec(name, self)
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end,
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on_spawn = function(self)
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init_profession(self)
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end,
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})
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-- Returns a single itemstack in the given inventory to the player's main inventory, or drop it when there's no space left
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local function return_item(itemstack, dropper, pos, inv_p)
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if dropper:is_player() then
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-- Return to main inventory
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if inv_p:room_for_item("main", itemstack) then
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inv_p:add_item("main", itemstack)
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else
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-- Drop item on the ground
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local v = dropper:get_look_dir()
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local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
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p.x = p.x+(math.random(1,3)*0.2)
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p.z = p.z+(math.random(1,3)*0.2)
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local obj = minetest.add_item(p, itemstack)
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if obj then
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v.x = v.x*4
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v.y = v.y*4 + 2
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v.z = v.z*4
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obj:setvelocity(v)
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obj:get_luaentity()._insta_collect = false
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end
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end
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else
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-- Fallback for unexpected cases
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minetest.add_item(pos, itemstack)
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end
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return itemstack
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end
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local return_fields = function(player)
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local name = player:get_player_name()
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local inv_t = minetest.get_inventory({type="detached", name = "mobs_mc:trade_"..name})
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local inv_p = player:get_inventory()
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for i=1, inv_t:get_size("input") do
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local stack = inv_t:get_stack("input", i)
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return_item(stack, player, player:get_pos(), inv_p)
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stack:clear()
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inv_t:set_stack("input", i, stack)
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end
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inv_t:set_stack("output", 1, "")
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end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if string.sub(formname, 1, 14) == "mobs_mc:trade_" then
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local name = player:get_player_name()
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if fields.quit then
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return_fields(player)
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player_trading_with[name] = nil
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elseif fields.next_trade then
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local trader = player_trading_with[name]
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if not trader or not trader.object:get_luaentity() then
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return
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end
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local trades = trader._trades
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if not trades then
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return
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end
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player_tradenum[name] = player_tradenum[name] + 1
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local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
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set_trade(trader, player, inv, player_tradenum[name])
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update_offer(inv, player, false)
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show_trade_formspec(name, trader, player_tradenum[name])
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elseif fields.prev_trade then
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local trader = player_trading_with[name]
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if not trader or not trader.object:get_luaentity() then
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return
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end
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local trades = trader._trades
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if not trades then
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return
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end
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player_tradenum[name] = player_tradenum[name] - 1
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local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
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set_trade(trader, player, inv, player_tradenum[name])
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update_offer(inv, player, false)
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show_trade_formspec(name, trader, player_tradenum[name])
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end
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end
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end)
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minetest.register_on_leaveplayer(function(player)
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return_fields(player)
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player_tradenum[player:get_player_name()] = nil
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player_trading_with[player:get_player_name()] = nil
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end)
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local trade_inventory = {
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allow_take = function(inv, listname, index, stack, player)
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allow_take = function(inv, listname, index, stack, player)
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if listname == "input" then
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if listname == "input" then
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return stack:get_count()
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return stack:get_count()
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@ -774,111 +870,23 @@ mobs:register_mob("mobs_mc:villager", {
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minetest.sound_play("mobs_mc_villager_deny", {to_player = name})
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minetest.sound_play("mobs_mc_villager_deny", {to_player = name})
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end
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end
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end,
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end,
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})
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}
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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player_tradenum[name] = 1
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player_trading_with[name] = nil
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-- Create or get player-specific trading inventory
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local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
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if not inv then
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inv = minetest.create_detached_inventory("mobs_mc:trade_"..name, trade_inventory, name)
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end
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end
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inv:set_size("input", 2)
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inv:set_size("input", 2)
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inv:set_size("output", 1)
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inv:set_size("output", 1)
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inv:set_size("wanted", 2)
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inv:set_size("wanted", 2)
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inv:set_size("offered", 1)
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inv:set_size("offered", 1)
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player_tradenum[name] = 1
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set_trade(self, clicker, inv, player_tradenum[name], player_tradenum[name])
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show_trade_formspec(name, self)
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end,
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on_spawn = function(self)
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init_profession(self)
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end,
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})
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-- Returns a single itemstack in the given inventory to the player's main inventory, or drop it when there's no space left
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local function return_item(itemstack, dropper, pos, inv_p)
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if dropper:is_player() then
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-- Return to main inventory
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if inv_p:room_for_item("main", itemstack) then
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inv_p:add_item("main", itemstack)
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else
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-- Drop item on the ground
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local v = dropper:get_look_dir()
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local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
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p.x = p.x+(math.random(1,3)*0.2)
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p.z = p.z+(math.random(1,3)*0.2)
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local obj = minetest.add_item(p, itemstack)
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if obj then
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v.x = v.x*4
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v.y = v.y*4 + 2
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v.z = v.z*4
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obj:setvelocity(v)
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obj:get_luaentity()._insta_collect = false
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end
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end
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else
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-- Fallback for unexpected cases
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minetest.add_item(pos, itemstack)
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end
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return itemstack
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end
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local return_fields = function(player)
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local inv_t = minetest.get_inventory({type="detached", name = "mobs_mc:trade"})
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local inv_p = player:get_inventory()
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for i=1, inv_t:get_size("input") do
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local stack = inv_t:get_stack("input", i)
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return_item(stack, player, player:get_pos(), inv_p)
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stack:clear()
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inv_t:set_stack("input", i, stack)
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end
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inv_t:set_stack("output", 1, "")
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end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if formname == "mobs_mc:trade" then
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local name = player:get_player_name()
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if fields.quit then
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return_fields(player)
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player_trading_with[name] = nil
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elseif fields.next_trade then
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local trader = player_trading_with[name]
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if not trader or not trader.object:get_luaentity() then
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return
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end
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local trades = trader._trades
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if not trades then
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return
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end
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player_tradenum[name] = player_tradenum[name] + 1
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local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade"})
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set_trade(trader, player, inv, player_tradenum[name])
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update_offer(inv, player, false)
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show_trade_formspec(name, trader, player_tradenum[name])
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elseif fields.prev_trade then
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local trader = player_trading_with[name]
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if not trader or not trader.object:get_luaentity() then
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return
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end
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local trades = trader._trades
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if not trades then
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return
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end
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player_tradenum[name] = player_tradenum[name] - 1
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local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade"})
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set_trade(trader, player, inv, player_tradenum[name])
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update_offer(inv, player, false)
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show_trade_formspec(name, trader, player_tradenum[name])
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end
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end
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end)
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minetest.register_on_leaveplayer(function(player)
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return_fields(player)
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player_tradenum[player:get_player_name()] = nil
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player_trading_with[player:get_player_name()] = nil
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end)
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minetest.register_on_joinplayer(function(player)
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player_tradenum[player:get_player_name()] = 1
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player_trading_with[player:get_player_name()] = nil
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end)
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end)
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mobs:spawn_specific("mobs_mc:villager", mobs_mc.spawn.village, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 8000, 4, mobs_mc.spawn_height.water+1, mobs_mc.spawn_height.overworld_max)
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mobs:spawn_specific("mobs_mc:villager", mobs_mc.spawn.village, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 8000, 4, mobs_mc.spawn_height.water+1, mobs_mc.spawn_height.overworld_max)
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