forked from Mineclonia/Mineclonia
Villager trading: Use per-player trading inventory
This commit is contained in:
parent
9f2460c263
commit
cca841e459
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@ -3,7 +3,6 @@
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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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-- TODO/FIXME: Per-player trading inventories
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-- TODO: Particles
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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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@ -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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"image[4.3,1.1;1,1;mobs_mc_trading_formspec_disabled.png]"
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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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"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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@ -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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.."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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.."list[detached:mobs_mc:trade;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[detached:mobs_mc:trade;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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.."listring[detached:mobs_mc:trade;output]"
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.."list["..tradeinv..";wanted;2,1;2,1;]"
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.."list["..tradeinv..";offered;5.76,1;1,1;]"
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.."list["..tradeinv..";input;2,2.5;2,1;]"
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.."list["..tradeinv..";output;5.76,2.55;1,1;]"
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.."listring["..tradeinv..";output]"
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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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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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local update_offer = function(inv, player, sound)
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@ -608,178 +609,7 @@ mobs:register_mob("mobs_mc:villager", {
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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"})
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if not inv then
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inv = minetest.create_detached_inventory("mobs_mc:trade", {
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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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-- 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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-- Also update output stack again.
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-- If input has double the wanted items, the
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-- output will stay because there will be still
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-- enough items in input after the trade
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local wanted1 = inv:get_stack("wanted", 1)
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local wanted2 = inv:get_stack("wanted", 2)
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local input1 = inv:get_stack("input", 1)
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local input2 = inv:get_stack("input", 2)
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wanted1:set_count(wanted1:get_count()*2)
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wanted2:set_count(wanted2:get_count()*2)
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-- BEGIN OF SPECIAL HANDLING FOR COMPASS
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local special_checks = function(wanted1, input1, input2)
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if wanted1:get_name() == COMPASS then
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local compasses = 0
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if (minetest.get_item_group(input1:get_name(), "compass") ~= 0) then
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compasses = compasses + input1:get_count()
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end
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if (minetest.get_item_group(input2:get_name(), "compass") ~= 0) then
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compasses = compasses + input2:get_count()
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end
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return compasses >= wanted1:get_count()
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end
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return false
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end
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-- END OF SPECIAL HANDLING FOR COMPASS
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if (inv:contains_item("input", wanted1) and
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(wanted2:is_empty() or inv:contains_item("input", wanted2)))
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-- BEGIN OF SPECIAL HANDLING FOR COMPASS
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or special_checks(wanted1, input1, input2) then
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-- END OF SPECIAL HANDLING FOR COMPASS
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return -1
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else
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-- If less than double the wanted items,
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-- remove items from output (final trade,
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-- input runs empty)
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return 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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else
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return 0
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end
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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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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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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end
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end
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return 0
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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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return stack:get_count()
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else
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return 0
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end
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end,
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on_put = function(inv, listname, index, stack, player)
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update_offer(inv, player, true)
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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if from_list == "output" and to_list == "input" then
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inv:remove_item("input", inv:get_stack("wanted", 1))
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local wanted2 = inv:get_stack("wanted", 2)
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if not wanted2:is_empty() then
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inv:remove_item("input", inv:get_stack("wanted", 2))
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end
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minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name()})
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end
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update_offer(inv, player, true)
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end,
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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
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local wanted1 = inv:get_stack("wanted", 1)
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inv:remove_item("input", wanted1)
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local wanted2 = inv:get_stack("wanted", 2)
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if not wanted2:is_empty() then
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inv:remove_item("input", inv:get_stack("wanted", 2))
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end
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-- BEGIN OF SPECIAL HANDLING FOR COMPASS
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if wanted1:get_name() == COMPASS then
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for n=1, 2 do
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local input = inv:get_stack("input", n)
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if minetest.get_item_group(input:get_name(), "compass") ~= 0 then
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input:set_count(input:get_count() - wanted1:get_count())
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inv:set_stack("input", n, input)
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break
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end
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end
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end
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-- END OF SPECIAL HANDLING FOR COMPASS
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local trader = player_trading_with[name]
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local tradenum = player_tradenum[name]
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local trades
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if trader and trader._trades then
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trades = minetest.deserialize(trader._trades)
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end
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if trades then
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local trade = trades[tradenum]
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local unlock_stuff = false
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if not trade.traded_once then
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-- Unlock all the things if something was traded
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-- for the first time ever
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unlock_stuff = true
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trade.traded_once = true
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elseif trade.trade_counter == 0 and math.random(1,5) == 1 then
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-- Otherwise, 20% chance to unlock if used freshly reset trade
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unlock_stuff = true
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end
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if unlock_stuff then
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-- First-time trade unlock all trades and unlock next trade tier
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if trade.tier + 1 > trader._max_trade_tier then
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trader._max_trade_tier = trader._max_trade_tier + 1
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end
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for t=1, #trades do
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trades[t].locked = false
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trades[t].trade_counter = 0
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end
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end
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trade.trade_counter = trade.trade_counter + 1
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if trade.trade_counter >= 12 then
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trade.locked = true
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elseif trade.trade_counter >= 2 then
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local r = math.random(1, math.random(4, 10))
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if r == 1 then
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trade.locked = true
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end
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end
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trader._trades = minetest.serialize(trades)
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if trade.locked then
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inv:set_stack("output", 1, "")
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show_trade_formspec(name, trader, tradenum)
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end
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else
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minetest.log("error", "[mobs_mc] Player took item from trader output but player_trading_with or player_tradenum is nil!")
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end
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accept = true
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elseif listname == "input" then
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update_offer(inv, player, false)
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end
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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
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end,
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})
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end
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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("wanted", 2)
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inv:set_size("offered", 1)
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local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
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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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@ -821,7 +651,8 @@ local function return_item(itemstack, dropper, pos, inv_p)
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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 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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@ -833,7 +664,7 @@ local return_fields = function(player)
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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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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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@ -848,7 +679,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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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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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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@ -862,7 +693,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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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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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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@ -876,9 +707,186 @@ minetest.register_on_leaveplayer(function(player)
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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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if listname == "input" then
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return stack:get_count()
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elseif listname == "output" then
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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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-- Also update output stack again.
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-- If input has double the wanted items, the
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-- output will stay because there will be still
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-- enough items in input after the trade
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local wanted1 = inv:get_stack("wanted", 1)
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local wanted2 = inv:get_stack("wanted", 2)
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local input1 = inv:get_stack("input", 1)
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local input2 = inv:get_stack("input", 2)
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wanted1:set_count(wanted1:get_count()*2)
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wanted2:set_count(wanted2:get_count()*2)
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-- BEGIN OF SPECIAL HANDLING FOR COMPASS
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local special_checks = function(wanted1, input1, input2)
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if wanted1:get_name() == COMPASS then
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local compasses = 0
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if (minetest.get_item_group(input1:get_name(), "compass") ~= 0) then
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compasses = compasses + input1:get_count()
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end
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if (minetest.get_item_group(input2:get_name(), "compass") ~= 0) then
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compasses = compasses + input2:get_count()
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end
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return compasses >= wanted1:get_count()
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end
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return false
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end
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-- END OF SPECIAL HANDLING FOR COMPASS
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if (inv:contains_item("input", wanted1) and
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(wanted2:is_empty() or inv:contains_item("input", wanted2)))
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-- BEGIN OF SPECIAL HANDLING FOR COMPASS
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or special_checks(wanted1, input1, input2) then
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-- END OF SPECIAL HANDLING FOR COMPASS
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return -1
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else
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-- If less than double the wanted items,
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-- remove items from output (final trade,
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-- input runs empty)
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return 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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else
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return 0
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end
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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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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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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end
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end
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return 0
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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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return stack:get_count()
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else
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return 0
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end
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end,
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on_put = function(inv, listname, index, stack, player)
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update_offer(inv, player, true)
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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if from_list == "output" and to_list == "input" then
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inv:remove_item("input", inv:get_stack("wanted", 1))
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local wanted2 = inv:get_stack("wanted", 2)
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if not wanted2:is_empty() then
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inv:remove_item("input", inv:get_stack("wanted", 2))
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end
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minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name()})
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end
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update_offer(inv, player, true)
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end,
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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
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local wanted1 = inv:get_stack("wanted", 1)
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inv:remove_item("input", wanted1)
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local wanted2 = inv:get_stack("wanted", 2)
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if not wanted2:is_empty() then
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inv:remove_item("input", inv:get_stack("wanted", 2))
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end
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-- BEGIN OF SPECIAL HANDLING FOR COMPASS
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if wanted1:get_name() == COMPASS then
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for n=1, 2 do
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local input = inv:get_stack("input", n)
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if minetest.get_item_group(input:get_name(), "compass") ~= 0 then
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input:set_count(input:get_count() - wanted1:get_count())
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inv:set_stack("input", n, input)
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break
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end
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end
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end
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-- END OF SPECIAL HANDLING FOR COMPASS
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local trader = player_trading_with[name]
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local tradenum = player_tradenum[name]
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local trades
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if trader and trader._trades then
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trades = minetest.deserialize(trader._trades)
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end
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if trades then
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local trade = trades[tradenum]
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local unlock_stuff = false
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if not trade.traded_once then
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-- Unlock all the things if something was traded
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-- for the first time ever
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unlock_stuff = true
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trade.traded_once = true
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elseif trade.trade_counter == 0 and math.random(1,5) == 1 then
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-- Otherwise, 20% chance to unlock if used freshly reset trade
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unlock_stuff = true
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end
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if unlock_stuff then
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-- First-time trade unlock all trades and unlock next trade tier
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if trade.tier + 1 > trader._max_trade_tier then
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trader._max_trade_tier = trader._max_trade_tier + 1
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end
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for t=1, #trades do
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trades[t].locked = false
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trades[t].trade_counter = 0
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end
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end
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trade.trade_counter = trade.trade_counter + 1
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if trade.trade_counter >= 12 then
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trade.locked = true
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elseif trade.trade_counter >= 2 then
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local r = math.random(1, math.random(4, 10))
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if r == 1 then
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trade.locked = true
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end
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end
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trader._trades = minetest.serialize(trades)
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if trade.locked then
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inv:set_stack("output", 1, "")
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show_trade_formspec(name, trader, tradenum)
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end
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else
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minetest.log("error", "[mobs_mc] Player took item from trader output but player_trading_with or player_tradenum is nil!")
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end
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accept = true
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||||
elseif listname == "input" then
|
||||
update_offer(inv, player, false)
|
||||
end
|
||||
if accept then
|
||||
minetest.sound_play("mobs_mc_villager_accept", {to_player = name})
|
||||
else
|
||||
minetest.sound_play("mobs_mc_villager_deny", {to_player = name})
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
player_tradenum[player:get_player_name()] = 1
|
||||
player_trading_with[player:get_player_name()] = nil
|
||||
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
|
||||
inv:set_size("input", 2)
|
||||
inv:set_size("output", 1)
|
||||
inv:set_size("wanted", 2)
|
||||
inv:set_size("offered", 1)
|
||||
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)
|
||||
|
|
Loading…
Reference in New Issue