forked from VoxeLibre/VoxeLibre
Trader: Close trade formspec + return items on die
This commit is contained in:
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aa3d3969aa
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9faa3099a4
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@ -6,6 +6,7 @@
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--###################
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--################### VILLAGER
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--###################
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-- Summary: Villagers are complex NPCs, their main feature allows players to trade with them.
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-- TODO: Particles
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-- TODO: 4s Regeneration I after trade unlock
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@ -23,6 +24,8 @@ local DEFAULT_WALK_CHANCE = 33 -- chance to walk in percent, if no player nearby
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local PLAYER_SCAN_INTERVAL = 5 -- every X seconds, villager looks for players nearby
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local PLAYER_SCAN_RADIUS = 4 -- scan radius for looking for nearby players
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--[=======[ TRADING ]=======]
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-- LIST OF VILLAGER PROFESSIONS AND TRADES
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-- TECHNICAL RESTRICTIONS (FIXME):
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@ -352,7 +355,7 @@ local update_max_tradenum = function(self)
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self._max_tradenum = #trades
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end
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local init_profession = function(self)
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local init_trader_vars = function(self)
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if not self._profession then
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-- Select random profession from all professions with matching clothing
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local texture = self.base_texture[1]
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@ -371,6 +374,9 @@ local init_profession = function(self)
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if not self._locked_trades then
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self._locked_trades = 0
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end
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if not self._trading_players then
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self._trading_players = {}
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end
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end
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local init_trades = function(self, inv)
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@ -563,137 +569,6 @@ local update_offer = function(inv, player, sound)
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end
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end
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mobs:register_mob("mobs_mc:villager", {
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type = "npc",
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hp_min = 20,
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hp_max = 20,
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
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visual = "mesh",
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mesh = "mobs_mc_villager.b3d",
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textures = {
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{
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"mobs_mc_villager.png",
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"mobs_mc_villager.png", --hat
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},
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{
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png", --hat
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},
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{
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"mobs_mc_villager_priest.png",
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"mobs_mc_villager_priest.png", --hat
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},
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{
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"mobs_mc_villager_librarian.png",
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"mobs_mc_villager_librarian.png", --hat
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},
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{
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"mobs_mc_villager_butcher.png",
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"mobs_mc_villager_butcher.png", --hat
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},
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{
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"mobs_mc_villager_smith.png",
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"mobs_mc_villager_smith.png", --hat
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},
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},
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visual_size = {x=3, y=3},
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makes_footstep_sound = true,
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walk_velocity = 1.2,
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run_velocity = 2.4,
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drops = {},
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sounds = {
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random = "mobs_mc_villager_noise",
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death = "mobs_mc_villager_death",
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damage = "mobs_mc_villager_damage",
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distance = 16,
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},
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animation = {
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stand_speed = 25,
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stand_start = 40,
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stand_end = 59,
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walk_speed = 25,
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walk_start = 0,
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walk_end = 40,
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run_speed = 25,
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run_start = 0,
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run_end = 40,
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die_speed = 15,
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die_start = 210,
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die_end = 220,
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die_loop = false,
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},
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water_damage = 0,
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lava_damage = 4,
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light_damage = 0,
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view_range = 16,
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fear_height = 4,
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jump = true,
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walk_chance = DEFAULT_WALK_CHANCE,
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on_rightclick = function(self, clicker)
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-- Initiate trading
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local name = clicker:get_player_name()
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init_profession(self)
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if self._trades == nil then
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init_trades(self)
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end
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update_max_tradenum(self)
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if self._trades == false then
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-- Villager has no trades, rightclick is a no-op
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return
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end
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player_trading_with[name] = self
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local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
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set_trade(self, clicker, inv, 1)
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show_trade_formspec(name, self)
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-- Behaviour stuff:
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-- Make villager look at player and stand still
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local selfpos = self.object:get_pos()
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local clickerpos = clicker:get_pos()
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local dir = vector.direction(selfpos, clickerpos)
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self.object:set_yaw(minetest.dir_to_yaw(dir))
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stand_still(self)
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end,
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_player_scan_timer = 0,
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do_custom = function(self, dtime)
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-- Stand still if player is nearby.
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if not self._player_scan_timer then
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self._player_scan_timer = 0
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end
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self._player_scan_timer = self._player_scan_timer + dtime
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-- Check infrequently to keep CPU load low
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if self._player_scan_timer > PLAYER_SCAN_INTERVAL then
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self._player_scan_timer = 0
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local selfpos = self.object:get_pos()
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local objects = minetest.get_objects_inside_radius(selfpos, PLAYER_SCAN_RADIUS)
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local has_player = false
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for o, obj in pairs(objects) do
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if obj:is_player() then
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has_player = true
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break
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end
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end
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if has_player then
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minetest.log("verbose", "[mobs_mc] Player near villager found!")
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stand_still(self)
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else
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minetest.log("verbose", "[mobs_mc] No player near villager found!")
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self.walk_chance = DEFAULT_WALK_CHANCE
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self.jump = true
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end
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end
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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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@ -739,7 +614,13 @@ 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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-- Get input items back
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return_fields(player)
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-- Reset internal "trading with" state
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local trader = player_trading_with[name]
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if trader then
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trader._trading_players[name] = nil
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end
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player_trading_with[name] = nil
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elseif fields.next_trade or fields.prev_trade then
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local trader = player_trading_with[name]
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@ -766,14 +647,28 @@ 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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local trader = player_trading_with[name]
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if trader then
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trader._trading_players[name] = nil
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end
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player_trading_with[player:get_player_name()] = nil
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end)
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-- Return true if player is trading with villager, and the villager entity exists
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local trader_exists = function(playername)
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local trader = player_trading_with[playername]
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return trader ~= nil and trader.object:get_luaentity() ~= 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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if listname == "input" then
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return stack:get_count()
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elseif listname == "output" then
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if not trader_exists(player:get_player_name()) then
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return 0
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end
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-- Only allow taking full stack
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local count = stack:get_count()
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if count == inv:get_stack(listname, index):get_count() then
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@ -825,6 +720,9 @@ local trade_inventory = {
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if from_list == "input" and to_list == "input" then
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return count
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elseif from_list == "output" and to_list == "input" then
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if not trader_exists(player:get_player_name()) then
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return 0
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end
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local move_stack = inv:get_stack(from_list, from_index)
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if inv:get_stack(to_list, to_index):item_fits(move_stack) then
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return count
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@ -834,7 +732,11 @@ local trade_inventory = {
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end,
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allow_put = function(inv, listname, index, stack, player)
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if listname == "input" then
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if not trader_exists(player:get_player_name()) then
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return 0
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else
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return stack:get_count()
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end
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else
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return 0
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end
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@ -962,7 +864,6 @@ local trade_inventory = {
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end,
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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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@ -979,6 +880,155 @@ minetest.register_on_joinplayer(function(player)
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inv:set_size("offered", 1)
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end)
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--[=======[ MOB REGISTRATION AND SPAWNING ]=======]
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mobs:register_mob("mobs_mc:villager", {
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type = "npc",
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hp_min = 20,
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hp_max = 20,
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
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visual = "mesh",
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mesh = "mobs_mc_villager.b3d",
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textures = {
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{
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"mobs_mc_villager.png",
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"mobs_mc_villager.png", --hat
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},
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{
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png", --hat
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},
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{
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"mobs_mc_villager_priest.png",
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"mobs_mc_villager_priest.png", --hat
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},
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{
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"mobs_mc_villager_librarian.png",
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"mobs_mc_villager_librarian.png", --hat
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},
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{
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"mobs_mc_villager_butcher.png",
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"mobs_mc_villager_butcher.png", --hat
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},
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{
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"mobs_mc_villager_smith.png",
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"mobs_mc_villager_smith.png", --hat
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},
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},
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visual_size = {x=3, y=3},
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makes_footstep_sound = true,
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walk_velocity = 1.2,
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run_velocity = 2.4,
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drops = {},
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sounds = {
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random = "mobs_mc_villager_noise",
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death = "mobs_mc_villager_death",
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damage = "mobs_mc_villager_damage",
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distance = 16,
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},
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animation = {
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stand_speed = 25,
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stand_start = 40,
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stand_end = 59,
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walk_speed = 25,
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walk_start = 0,
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walk_end = 40,
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run_speed = 25,
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run_start = 0,
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run_end = 40,
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die_speed = 15,
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die_start = 210,
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die_end = 220,
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die_loop = false,
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},
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water_damage = 0,
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lava_damage = 4,
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light_damage = 0,
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view_range = 16,
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fear_height = 4,
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jump = true,
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walk_chance = DEFAULT_WALK_CHANCE,
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on_rightclick = function(self, clicker)
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-- Initiate trading
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local name = clicker:get_player_name()
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self._trading_players[name] = true
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init_trader_vars(self)
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if self._trades == nil then
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init_trades(self)
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end
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update_max_tradenum(self)
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if self._trades == false then
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-- Villager has no trades, rightclick is a no-op
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return
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end
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player_trading_with[name] = self
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local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
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set_trade(self, clicker, inv, 1)
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show_trade_formspec(name, self)
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-- Behaviour stuff:
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-- Make villager look at player and stand still
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local selfpos = self.object:get_pos()
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local clickerpos = clicker:get_pos()
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local dir = vector.direction(selfpos, clickerpos)
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self.object:set_yaw(minetest.dir_to_yaw(dir))
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stand_still(self)
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end,
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_player_scan_timer = 0,
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_trading_players = {}, -- list of playernames currently trading with villager (open formspec)
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do_custom = function(self, dtime)
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-- Stand still if player is nearby.
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if not self._player_scan_timer then
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self._player_scan_timer = 0
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end
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self._player_scan_timer = self._player_scan_timer + dtime
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-- Check infrequently to keep CPU load low
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if self._player_scan_timer > PLAYER_SCAN_INTERVAL then
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self._player_scan_timer = 0
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local selfpos = self.object:get_pos()
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local objects = minetest.get_objects_inside_radius(selfpos, PLAYER_SCAN_RADIUS)
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local has_player = false
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for o, obj in pairs(objects) do
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if obj:is_player() then
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has_player = true
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break
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end
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end
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if has_player then
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minetest.log("verbose", "[mobs_mc] Player near villager found!")
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stand_still(self)
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else
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minetest.log("verbose", "[mobs_mc] No player near villager found!")
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self.walk_chance = DEFAULT_WALK_CHANCE
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self.jump = true
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end
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end
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end,
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on_spawn = function(self)
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init_trader_vars(self)
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end,
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on_die = function(self, pos)
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-- Close open trade formspecs and give input back to players
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local trading_players = self._trading_players
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for name, _ in pairs(trading_players) do
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minetest.close_formspec(name, "mobs_mc:trade_"..name)
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local player = minetest.get_player_by_name(name)
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if player then
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return_fields(player)
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end
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end
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end,
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})
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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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-- compatibility
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