Trading: Reset inventory when closing formspec

This commit is contained in:
Wuzzy 2018-06-04 12:50:31 +02:00
parent a9cf744c0b
commit 7109db24c2
1 changed files with 63 additions and 11 deletions

View File

@ -77,12 +77,12 @@ mobs:register_mob("mobs_mc:villager", {
light_damage = 0, light_damage = 0,
view_range = 16, view_range = 16,
fear_height = 4, fear_height = 4,
--[[
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
local inv local inv
inv = minetest.get_inventory({type="detached", name="trading_inv"}) inv = minetest.get_inventory({type="detached", name="mobs_mc:trade"})
if not inv then if not inv then
inv = minetest.create_detached_inventory("trading_inv", { inv = minetest.create_detached_inventory("mobs_mc:trade", {
allow_take = function(inv, listname, index, stack, player) allow_take = function(inv, listname, index, stack, player)
if listname == "input" or listname == "output" then if listname == "input" or listname == "output" then
return stack:get_count() return stack:get_count()
@ -158,7 +158,6 @@ mobs:register_mob("mobs_mc:villager", {
{"mcl_core:paper 30", "mcl_core:emerald 1"}, {"mcl_core:paper 30", "mcl_core:emerald 1"},
{"mcl_mobitems:leather 10", "mcl_core:emerald 1"}, {"mcl_mobitems:leather 10", "mcl_core:emerald 1"},
{"mcl_books:book 2", "mcl_core:emerald 1"}, {"mcl_books:book 2", "mcl_core:emerald 1"},
{"mcl_core:emerald 3", "mcl_core:emerald 1"},
{"mcl_farming:potato_item 15", "mcl_core:emerald 1"}, {"mcl_farming:potato_item 15", "mcl_core:emerald 1"},
{"mcl_farming:wheat_item 20", "mcl_core:emerald 1"}, {"mcl_farming:wheat_item 20", "mcl_core:emerald 1"},
{"mcl_farming:carrot_item 15", "mcl_core:emerald 1"}, {"mcl_farming:carrot_item 15", "mcl_core:emerald 1"},
@ -193,20 +192,73 @@ mobs:register_mob("mobs_mc:villager", {
mcl_vars.inventory_header.. mcl_vars.inventory_header..
"list[current_player;main;0,4.5;9,3;9]".. "list[current_player;main;0,4.5;9,3;9]"..
"list[current_player;main;0,7.74;9,1;]" "list[current_player;main;0,7.74;9,1;]"
.."list[detached:trading_inv;wanted;2,1;2,1;]" .."list[detached:mobs_mc:trade;wanted;2,1;2,1;]"
.."list[detached:trading_inv;offered;5.76,1;1,1;]" .."list[detached:mobs_mc:trade;offered;5.76,1;1,1;]"
.."list[detached:trading_inv;input;2,2.5;2,1;]" .."list[detached:mobs_mc:trade;input;2,2.5;2,1;]"
.."list[detached:trading_inv;output;5.76,2.55;1,1;]" .."list[detached:mobs_mc:trade;output;5.76,2.55;1,1;]"
.."listring[detached:trading_inv;output]" .."listring[detached:mobs_mc:trade;output]"
.."listring[current_player;main]" .."listring[current_player;main]"
.."listring[detached:trading_inv;input]" .."listring[detached:mobs_mc:trade;input]"
.."listring[current_player;main]" .."listring[current_player;main]"
minetest.sound_play("mobs_mc_villager_trade", {to_player = clicker:get_player_name()}) minetest.sound_play("mobs_mc_villager_trade", {to_player = clicker:get_player_name()})
minetest.show_formspec(clicker:get_player_name(), "mobs_mc:trade", formspec) minetest.show_formspec(clicker:get_player_name(), "mobs_mc:trade", formspec)
end, 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, stack in ipairs(inv_t:get_list("input")) do
return_item(stack, player, player:get_pos(), inv_p)
stack:clear()
inv_t:set_stack("input", i, stack)
end
for i, stack in ipairs(inv_t:get_list("output")) do
stack:clear()
inv_t:set_stack("output", i, stack)
end
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "mobs_mc:trade" then
if fields.quit then
return_fields(player)
end
end
end)
minetest.register_on_leaveplayer(function(player)
return_fields(player)
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)
-- compatibility -- compatibility