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Villager trading: Use per-player trading inventory

This commit is contained in:
Wuzzy 2018-06-10 12:05:05 +02:00
parent 9f2460c263
commit cca841e459
1 changed files with 194 additions and 186 deletions

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