diff --git a/mods/ENTITIES/mobs_mc/villager.lua b/mods/ENTITIES/mobs_mc/villager.lua index a0415687b..364e342ee 100644 --- a/mods/ENTITIES/mobs_mc/villager.lua +++ b/mods/ENTITIES/mobs_mc/villager.lua @@ -3,6 +3,12 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes +-- TODO: Per-player trading inventories +-- TODO: Trading tiers +-- TODO: Trade locking +-- FIXME: Weird behaviour when taking single item from output stack +-- FIXME: Placing output on exiting item in player inventory destroys item + -- intllib local MP = minetest.get_modpath(minetest.get_current_modname()) local S, NS = dofile(MP.."/intllib.lua") @@ -291,7 +297,7 @@ local init_profession = function(self) self._profession = profession_names[p] end if not self._max_trade_tier then - -- TODO: Randomize + -- TODO: Start with tier 1 self._max_trade_tier = 10 end end @@ -368,6 +374,8 @@ local function show_trade_formspec(playername, trader) "background[-0.19,-0.25;9.41,9.49;mobs_mc_trading_formspec_bg.png]".. mcl_vars.inventory_header.. "label[4,0;"..minetest.formspec_escape(profession).."]" + -- FIXME: Remove when trading bugs are fixed + .."label[0,0.5;"..minetest.formspec_escape(minetest.colorize("#FF0000", "WARNING! Trading is incomplete and might have bugs!")).."]" .."list[current_player;main;0,4.5;9,3;9]" .."list[current_player;main;0,7.74;9,1;]" .."button[1,1;0.5,1;prev_trade;<]" @@ -470,6 +478,7 @@ mobs:register_mob("mobs_mc:villager", { player_trading_with[name] = self + -- TODO: Create per-player trading inventories local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade"}) if not inv then inv = minetest.create_detached_inventory("mobs_mc:trade", {