MineClonXX/mods/ENTITIES/mobs_mc/villager.lua

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--MCmobs v0.4
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
-- TODO: Per-player trading inventories
-- TODO: Trade locking
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-- intllib
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
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-- playername-indexed table containing the previously used tradenum
local player_tradenum = {}
-- playername-indexed table containing the objectref of trader, if trading formspec is open
local player_trading_with = {}
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--###################
--################### VILLAGER
--###################
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-- LIST OF VILLAGER PROFESSIONS AND TRADES
local E1 = { "mcl_core:emerald", 1, 1 } -- one emerald
local professions = {
farmer = {
name = "Farmer",
texture = "mobs_mc_villager_farmer.png",
trades = {
{
{ { "mcl_farming:wheat_item", 18, 22, }, E1 },
{ { "mcl_farming:potato_item", 15, 15, }, E1 },
{ { "mcl_farming:carrot_item", 15, 19, }, E1 },
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{ E1, { "mcl_farming:bread", 2, 4 } },
},
{
{ { "mcl_farming:pumpkin_face", 8, 13 }, E1 },
{ E1, { "mcl_farming:pumpkin_pie", 2, 3} },
},
{
{ { "mcl_farming:melon", 7, 12 }, E1 },
{ E1, { "mcl_core:apple", 5, 7 }, },
},
{
{ E1, { "mcl_farming:cookie", 6, 10 } },
{ E1, { "mcl_cake:cake", 1, 1 } },
},
}
},
fisherman = {
name = "Fisherman",
texture = "mobs_mc_villager_farmer.png",
trades = {
{
{ { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 }, { "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_mobitems:string", 15, 20 }, E1 },
{ { "mcl_core:coal_lump", 16, 24 }, E1 },
},
-- TODO: enchanted fishing rod
},
},
fletcher = {
name = "Fletcher",
texture = "mobs_mc_villager_farmer.png",
trades = {
{
{ { "mcl_mobitems:string", 15, 20 }, E1 },
{ E1, { "mcl_bows:arrow", 8, 12 } },
},
{
{ { "mcl_core:gravel", 10, 10, "mcl_core:emerald", 1, 1 }, { "mcl_core:flint", 6, 10 } },
{ { "mcl_core:emerald", 2, 3 }, { "mcl_bows:bow", 1, 1 } },
},
}
},
shepherd ={
name = "Shepherd",
texture = "mobs_mc_villager_farmer.png",
trades = {
{
{ { "mcl_wool:white", 16, 22 }, E1 },
{ { "mcl_core:emerald", 3, 4 }, { "mcl_tools:shears", 1, 1 } },
},
{
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:white", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:grey", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:silver", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:yellow", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:red", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:purple", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:blue", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:light_blue", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:brown", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:lime", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:green", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:magenta", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:black", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:cyan", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:pink", 1, 1 } },
},
},
},
librarian = {
name = "Librarian",
texture = "mobs_mc_villager_librarian.png",
trades = {
{
{ { "mcl_core:paper", 24, 36 }, E1 },
-- TODO: enchanted book
{ { "mcl_books:book", 8, 10 }, E1 },
{ { "mcl_core:emerald", 10, 12 }, { "mcl_compass:compass", 1 ,1 }},
{ { "mcl_core:emerald", 3, 4 }, { "mcl_books:bookshelf", 1 ,1 }},
},
{
{ { "mcl_books:written_book", 2, 2 }, E1 },
{ { "mcl_core:emerald", 10, 12 }, { "mcl_clock:clock", 1, 1 } },
{ E1, { "mcl_core:glass", 3, 5 } },
},
{
{ E1, { "mcl_core:glass", 3, 5 } },
},
-- TODO: 2 enchanted book tiers
{
{ { "mcl_core:emerald", 20, 22 }, { "mcl_mobs:nametag", 1, 1 } },
}
},
},
cartographer = {
name = "Cartographer",
texture = "mobs_mc_villager_librarian.png",
trades = {
{
{ { "mcl_core:paper", 24, 36 }, E1 },
},
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-- {
-- TODO: compass
-- the difficulty lies in supporting the compass group, not the concrete item
-- { { "mcl_compass:compass", 1, 1 }, E1 },
-- },
{
-- TODO: replace with empty map
{ { "mcl_core:emerald", 7, 11}, { "mcl_maps:filled_map", 1, 1 } },
},
-- TODO: special maps
},
},
armorer = {
name = "Armorer",
texture = "mobs_mc_villager_smith.png",
trades = {
{
{ { "mcl_core:coal_lump", 16, 24 }, E1 },
{ { "mcl_core:emerald", 6, 8 }, { "3d_armor:helmet_iron", 1, 1 } },
},
{
{ { "mcl_core:iron_ingot", 7, 9 }, E1 },
{ { "mcl_core:emerald", 10, 14 }, { "3d_armor:chestplate_iron", 1, 1 } },
},
{
{ { "mcl_core:diamond", 3, 4 }, E1 },
-- TODO: enchant
{ { "mcl_core:emerald", 16, 19 }, { "3d_armor:chestplate_diamond", 1, 1 } },
},
{
{ { "mcl_core:emerald", 5, 7 }, { "3d_armor:boots_chain", 1, 1 } },
{ { "mcl_core:emerald", 9, 11 }, { "3d_armor:leggings_chain", 1, 1 } },
{ { "mcl_core:emerald", 5, 7 }, { "3d_armor:helmet_chain", 1, 1 } },
{ { "mcl_core:emerald", 11, 15 }, { "3d_armor:chestplate_chain", 1, 1 } },
},
},
},
leatherworker = {
name = "Leatherworker",
texture = "mobs_mc_villager_butcher.png",
trades = {
{
{ { "mcl_mobitems:leather", 9, 12 }, E1 },
{ { "mcl_core:emerald", 2, 4 }, { "3d_armor:leggings_leather", 2, 4 } },
},
{
-- TODO: enchant
{ { "mcl_core:emerald", 7, 12 }, { "3d_armor:chestplate_leather", 1, 1 } },
},
{
{ { "mcl_core:emerald", 8, 10 }, { "mcl_mobitems:saddle", 1, 1 } },
},
},
},
butcher = {
name = "Butcher",
texture = "mobs_mc_villager_butcher.png",
trades = {
{
{ { "mcl_mobitems:beef", 14, 18 }, E1 },
{ { "mcl_mobitems:chicken", 14, 18 }, E1 },
},
{
{ { "mcl_core:coal_lump", 16, 24 }, E1 },
{ E1, { "mcl_mobitems:cooked_beef", 5, 7 } },
{ E1, { "mcl_mobitems:cooked_chicken", 6, 8 } },
},
},
},
weapon_smith = {
name = "Weapon Smith",
texture = "mobs_mc_villager_smith.png",
trades = {
{
{ { "mcl_core:coal_lump", 16, 24 }, E1 },
{ { "mcl_core:emerald", 6, 8 }, { "mcl_tools:axe_iron", 1, 1 } },
},
{
{ { "mcl_core:iron_ingot", 7, 9 }, E1 },
-- TODO: enchant
{ { "mcl_core:emerald", 9, 10 }, { "mcl_tools:sword_iron", 1, 1 } },
},
{
{ { "mcl_core:diamond", 3, 4 }, E1 },
-- TODO: enchant
{ { "mcl_core:emerald", 12, 15 }, { "mcl_tools:sword_diamond", 1, 1 } },
-- TODO: enchant
{ { "mcl_core:emerald", 9, 12 }, { "mcl_tools:axe_diamond", 1, 1 } },
},
},
},
tool_smith = {
name = "Tool Smith",
texture = "mobs_mc_villager_smith.png",
trades = {
{
{ { "mcl_core:coal_lump", 16, 24 }, E1 },
-- TODO: enchant
{ { "mcl_core:emerald", 5, 7 }, { "mcl_tools:shovel_iron", 1, 1 } },
},
{
{ { "mcl_core:iron_ingot", 7, 9 }, E1 },
-- TODO: enchant
{ { "mcl_core:emerald", 9, 11 }, { "mcl_tools:pick_iron", 1, 1 } },
},
{
{ { "mcl_core:diamond", 3, 4 }, E1 },
-- TODO: enchant
{ { "mcl_core:emerald", 12, 15 }, { "mcl_tools:pick_diamond", 1, 1 } },
},
},
},
cleric = {
name = "Cleric",
texture = "mobs_mc_villager_priest.png",
trades = {
{
{ { "mcl_mobitems:rotten_flesh", 36, 40 }, E1 },
{ { "mcl_core:gold_ingot", 8, 10 }, E1 },
},
{
{ E1, { "mesecons:redstone", 1, 4 } },
{ E1, { "mcl_dye:blue", 1, 2 } },
},
{
{ E1, { "mcl_nether:glowstone", 1, 3 } },
{ { "mcl_core:emerald", 4, 7 }, { "mcl_throwing:ender_pearl", 1, 1 } },
},
-- TODO: Bottle 'o enchanting
},
},
nitwit = {
name = "Nitwit",
texture = "mobs_mc_villager.png",
-- No trades for nitwit
trades = nil,
}
}
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local profession_names = {}
for id, _ in pairs(professions) do
table.insert(profession_names, id)
end
local init_profession = function(self)
if not self._profession then
-- Select random profession from all professions with matching clothing
local texture = self.base_texture[1]
local matches = {}
for prof_id, prof in pairs(professions) do
if texture == prof.texture then
table.insert(matches, prof_id)
end
end
local p = math.random(1, #matches)
self._profession = matches[p]
end
if not self._max_trade_tier then
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self._max_trade_tier = 1
end
end
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local init_trades = function(self, inv)
local profession = professions[self._profession]
local trade_tiers = profession.trades
if trade_tiers == nil then
-- Empty trades
self._trades = false
return
end
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local max_tier = #trade_tiers
local trades = {}
for tiernum=1, max_tier do
local tier = trade_tiers[tiernum]
for tradenum=1, #tier do
local trade = tier[tradenum]
local wanted1_item = trade[1][1]
local wanted1_count = math.random(trade[1][2], trade[1][3])
local offered_item = trade[2][1]
local offered_count = math.random(trade[2][2], trade[2][3])
local wanted = { wanted1_item .. " " ..wanted1_count }
if trade[1][4] then
local wanted2_item = trade[1][4]
local wanted2_count = math.random(trade[1][5], trade[1][6])
table.insert(wanted, wanted2_item .. " " ..wanted2_count)
end
table.insert(trades, {
wanted = wanted,
offered = offered_item .. " " .. offered_count,
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tier = tiernum, -- tier of this trade
traded_once = false, -- true if trade was traded at least once
trade_counter = 0, -- how often the this trade was mate after the last time it got unlocked
locked = false, -- if this trade is locked. Locked trades can't be used
})
end
end
self._trades = minetest.serialize(trades)
end
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local set_trade = function(trader, player, inv, concrete_tradenum)
local trades = minetest.deserialize(trader._trades)
if not trades then
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init_trades(trader)
trades = minetest.deserialize(trader._trades)
if not trades then
minetest.log("error", "[mobs_mc] Failed to select villager trade!")
return
end
end
if concrete_tradenum > #trades then
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concrete_tradenum = 1
player_tradenum[player:get_player_name()] = concrete_tradenum
elseif concrete_tradenum < 1 then
concrete_tradenum = #trades
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player_tradenum[player:get_player_name()] = concrete_tradenum
end
local trade = trades[concrete_tradenum]
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if trader._max_trade_tier < trade.tier then
concrete_tradenum = 1
player_tradenum[player:get_player_name()] = concrete_tradenum
trade = trades[concrete_tradenum]
end
inv:set_stack("wanted", 1, ItemStack(trade.wanted[1]))
inv:set_stack("offered", 1, ItemStack(trade.offered))
if trade.wanted[2] then
local wanted2 = ItemStack(trade.wanted[2])
inv:set_stack("wanted", 2, wanted2)
else
inv:set_stack("wanted", 2, "")
end
end
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local function show_trade_formspec(playername, trader, is_disabled)
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local profession = professions[trader._profession].name
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local disabled = ""
if is_disabled then
disabled = "image[4.3,2.52;1,1;mobs_mc_trading_formspec_disabled.png]"
end
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local formspec =
"size[9,8.75]"..
"background[-0.19,-0.25;9.41,9.49;mobs_mc_trading_formspec_bg.png]"..
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disabled..
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mcl_vars.inventory_header..
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"label[4,0;"..minetest.formspec_escape(profession).."]"
.."list[current_player;main;0,4.5;9,3;9]"
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.."list[current_player;main;0,7.74;9,1;]"
.."button[1,1;0.5,1;prev_trade;<]"
.."button[7.26,1;0.5,1;next_trade;>]"
.."list[detached:mobs_mc:trade;wanted;2,1;2,1;]"
.."list[detached:mobs_mc:trade;offered;5.76,1;1,1;]"
.."list[detached:mobs_mc:trade;input;2,2.5;2,1;]"
.."list[detached:mobs_mc:trade;output;5.76,2.55;1,1;]"
.."listring[detached:mobs_mc:trade;output]"
.."listring[current_player;main]"
.."listring[detached:mobs_mc:trade;input]"
.."listring[current_player;main]"
minetest.sound_play("mobs_mc_villager_trade", {to_player = playername})
minetest.show_formspec(playername, "mobs_mc:trade", formspec)
end
local update_offer = function(inv, player, sound)
if inv:contains_item("input", inv:get_stack("wanted", 1)) and
(inv:get_stack("wanted", 2):is_empty() or inv:contains_item("input", inv:get_stack("wanted", 2))) then
inv:set_stack("output", 1, inv:get_stack("offered", 1))
if sound then
minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name()})
end
return true
else
inv:set_stack("output", 1, ItemStack(""))
if sound then
minetest.sound_play("mobs_mc_villager_deny", {to_player = player:get_player_name()})
end
return false
end
end
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mobs:register_mob("mobs_mc:villager", {
type = "npc",
hp_min = 20,
hp_max = 20,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
visual = "mesh",
mesh = "mobs_mc_villager.b3d",
textures = {
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{
"mobs_mc_villager.png",
"mobs_mc_villager.png", --hat
},
{
"mobs_mc_villager_farmer.png",
"mobs_mc_villager_farmer.png", --hat
},
{
"mobs_mc_villager_priest.png",
"mobs_mc_villager_priest.png", --hat
},
{
"mobs_mc_villager_librarian.png",
"mobs_mc_villager_librarian.png", --hat
},
{
"mobs_mc_villager_butcher.png",
"mobs_mc_villager_butcher.png", --hat
},
{
"mobs_mc_villager_smith.png",
"mobs_mc_villager_smith.png", --hat
},
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},
visual_size = {x=3, y=3},
makes_footstep_sound = true,
walk_velocity = 1.2,
run_velocity = 2.4,
drops = {},
sounds = {
random = "mobs_mc_villager_noise",
death = "mobs_mc_villager_death",
damage = "mobs_mc_villager_damage",
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distance = 16,
},
animation = {
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stand_speed = 25,
stand_start = 40,
stand_end = 59,
walk_speed = 25,
walk_start = 0,
walk_end = 40,
run_speed = 25,
run_start = 0,
run_end = 40,
die_speed = 15,
die_start = 210,
die_end = 220,
die_loop = false,
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},
water_damage = 0,
lava_damage = 4,
light_damage = 0,
view_range = 16,
fear_height = 4,
on_rightclick = function(self, clicker)
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local name = clicker:get_player_name()
init_profession(self)
if self._trades == nil then
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init_trades(self)
end
if self._trades == false then
-- Villager has no trades, rightclick is a no-op
return
end
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player_trading_with[name] = self
-- 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
inv = minetest.create_detached_inventory("mobs_mc:trade", {
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allow_take = function(inv, listname, index, stack, player)
if listname == "input" then
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return stack:get_count()
elseif listname == "output" then
-- Only allow taking full stack
local count = stack:get_count()
if count == inv:get_stack(listname, index):get_count() then
-- Also update output stack again.
-- If input has double the wanted items, the
-- output will stay because there will be still
-- enough items in input after the trade
local wanted1 = inv:get_stack("wanted", 1)
local wanted2 = inv:get_stack("wanted", 2)
wanted1:set_count(wanted1:get_count()*2)
wanted2:set_count(wanted2:get_count()*2)
if inv:contains_item("input", wanted1) and
(wanted2:is_empty() or inv:contains_item("input", wanted2)) then
return -1
else
-- If less than double the wanted items,
-- remove items from output (final trade,
-- input runs empty)
return count
end
else
return 0
end
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else
return 0
end
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if from_list == "input" and to_list == "input" then
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return count
elseif from_list == "output" and to_list == "input" then
local move_stack = inv:get_stack(from_list, from_index)
if inv:get_stack(to_list, to_index):item_fits(move_stack) then
return count
end
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end
return 0
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end,
allow_put = function(inv, listname, index, stack, player)
if listname == "input" then
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return stack:get_count()
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else
return 0
end
end,
on_put = function(inv, listname, index, stack, player)
update_offer(inv, player, true)
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end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if from_list == "output" and to_list == "input" then
inv:remove_item("input", inv:get_stack("wanted", 1))
local wanted2 = inv:get_stack("wanted", 2)
if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2))
end
minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name()})
end
update_offer(inv, player, true)
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end,
on_take = function(inv, listname, index, stack, player)
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local accept
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local name = player:get_player_name()
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if listname == "output" then
inv:remove_item("input", inv:get_stack("wanted", 1))
local wanted2 = inv:get_stack("wanted", 2)
if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2))
end
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local trader = player_trading_with[name]
local tradenum = player_tradenum[name]
local trades
if trader and trader._trades then
trades = minetest.deserialize(trader._trades)
end
if trades then
local trade = trades[tradenum]
local unlock_stuff = false
if not trade.traded_once then
unlock_stuff = true
trade.traded_once = true
elseif math.random(1,5) then
-- Otherwise, 20% chance to unlock all trades
unlock_stuff = true
end
if unlock_stuff then
-- First-time trade unlock all trades and unlock next trade tier
if trade.tier + 1 > trader._max_trade_tier then
trader._max_trade_tier = trader._max_trade_tier + 1
end
for t=1, #trades do
trades[t].locked = false
trades[t].trade_counter = 0
end
end
trade.trade_counter = trade.trade_counter + 1
if trade.trade_counter >= 12 then
trade.locked = true
elseif trade.trade_counter >= 2 then
math.random(1, math.random(1, 20))
trade.locked = true
end
else
minetest.log("error", "[mobs_mc] Player took item from trader output but player_trading_with or player_tradenum is nil!")
end
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accept = true
elseif listname == "input" then
update_offer(inv, player, false)
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end
if accept then
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minetest.sound_play("mobs_mc_villager_accept", {to_player = name})
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else
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minetest.sound_play("mobs_mc_villager_deny", {to_player = name})
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end
end,
})
end
inv:set_size("input", 2)
inv:set_size("output", 1)
inv:set_size("wanted", 2)
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])
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show_trade_formspec(name, self)
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end,
on_spawn = function(self)
init_profession(self)
end,
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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
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
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local name = player:get_player_name()
if fields.quit then
return_fields(player)
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player_trading_with[name] = nil
elseif fields.next_trade then
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local trader = player_trading_with[name]
if not trader or not trader.object:get_luaentity() then
return
end
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local trades = trader._trades
if not trades then
return
end
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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)
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show_trade_formspec(name, trader)
elseif fields.prev_trade then
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local trader = player_trading_with[name]
if not trader or not trader.object:get_luaentity() then
return
end
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local trades = trader._trades
if not trades then
return
end
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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)
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show_trade_formspec(name, trader)
end
end
end)
minetest.register_on_leaveplayer(function(player)
return_fields(player)
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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)
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
mobs:alias_mob("mobs:villager", "mobs_mc:villager")
-- spawn eggs
mobs:register_egg("mobs_mc:villager", S("Villager"), "mobs_mc_spawn_icon_villager.png", 0)
if minetest.settings:get_bool("log_mods") then
minetest.log("action", "MC mobs loaded")
end