Trader: Close trade formspec + return items on die

This commit is contained in:
Wuzzy 2018-06-10 15:01:44 +02:00
parent aa3d3969aa
commit 9faa3099a4
1 changed files with 184 additions and 134 deletions

View File

@ -6,6 +6,7 @@
--###################
--################### VILLAGER
--###################
-- Summary: Villagers are complex NPCs, their main feature allows players to trade with them.
-- TODO: Particles
-- TODO: 4s Regeneration I after trade unlock
@ -23,6 +24,8 @@ local DEFAULT_WALK_CHANCE = 33 -- chance to walk in percent, if no player nearby
local PLAYER_SCAN_INTERVAL = 5 -- every X seconds, villager looks for players nearby
local PLAYER_SCAN_RADIUS = 4 -- scan radius for looking for nearby players
--[=======[ TRADING ]=======]
-- LIST OF VILLAGER PROFESSIONS AND TRADES
-- TECHNICAL RESTRICTIONS (FIXME):
@ -352,7 +355,7 @@ local update_max_tradenum = function(self)
self._max_tradenum = #trades
end
local init_profession = function(self)
local init_trader_vars = function(self)
if not self._profession then
-- Select random profession from all professions with matching clothing
local texture = self.base_texture[1]
@ -371,6 +374,9 @@ local init_profession = function(self)
if not self._locked_trades then
self._locked_trades = 0
end
if not self._trading_players then
self._trading_players = {}
end
end
local init_trades = function(self, inv)
@ -563,137 +569,6 @@ local update_offer = function(inv, player, sound)
end
end
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 = {
{
"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
},
},
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",
distance = 16,
},
animation = {
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,
},
water_damage = 0,
lava_damage = 4,
light_damage = 0,
view_range = 16,
fear_height = 4,
jump = true,
walk_chance = DEFAULT_WALK_CHANCE,
on_rightclick = function(self, clicker)
-- Initiate trading
local name = clicker:get_player_name()
init_profession(self)
if self._trades == nil then
init_trades(self)
end
update_max_tradenum(self)
if self._trades == false then
-- Villager has no trades, rightclick is a no-op
return
end
player_trading_with[name] = self
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
set_trade(self, clicker, inv, 1)
show_trade_formspec(name, self)
-- Behaviour stuff:
-- Make villager look at player and stand still
local selfpos = self.object:get_pos()
local clickerpos = clicker:get_pos()
local dir = vector.direction(selfpos, clickerpos)
self.object:set_yaw(minetest.dir_to_yaw(dir))
stand_still(self)
end,
_player_scan_timer = 0,
do_custom = function(self, dtime)
-- Stand still if player is nearby.
if not self._player_scan_timer then
self._player_scan_timer = 0
end
self._player_scan_timer = self._player_scan_timer + dtime
-- Check infrequently to keep CPU load low
if self._player_scan_timer > PLAYER_SCAN_INTERVAL then
self._player_scan_timer = 0
local selfpos = self.object:get_pos()
local objects = minetest.get_objects_inside_radius(selfpos, PLAYER_SCAN_RADIUS)
local has_player = false
for o, obj in pairs(objects) do
if obj:is_player() then
has_player = true
break
end
end
if has_player then
minetest.log("verbose", "[mobs_mc] Player near villager found!")
stand_still(self)
else
minetest.log("verbose", "[mobs_mc] No player near villager found!")
self.walk_chance = DEFAULT_WALK_CHANCE
self.jump = true
end
end
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
@ -739,7 +614,13 @@ 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
-- Get input items back
return_fields(player)
-- Reset internal "trading with" state
local trader = player_trading_with[name]
if trader then
trader._trading_players[name] = nil
end
player_trading_with[name] = nil
elseif fields.next_trade or fields.prev_trade then
local trader = player_trading_with[name]
@ -766,14 +647,28 @@ end)
minetest.register_on_leaveplayer(function(player)
return_fields(player)
player_tradenum[player:get_player_name()] = nil
local trader = player_trading_with[name]
if trader then
trader._trading_players[name] = nil
end
player_trading_with[player:get_player_name()] = nil
end)
-- Return true if player is trading with villager, and the villager entity exists
local trader_exists = function(playername)
local trader = player_trading_with[playername]
return trader ~= nil and trader.object:get_luaentity() ~= nil
end
local trade_inventory = {
allow_take = function(inv, listname, index, stack, player)
if listname == "input" then
return stack:get_count()
elseif listname == "output" then
if not trader_exists(player:get_player_name()) then
return 0
end
-- Only allow taking full stack
local count = stack:get_count()
if count == inv:get_stack(listname, index):get_count() then
@ -825,6 +720,9 @@ local trade_inventory = {
if from_list == "input" and to_list == "input" then
return count
elseif from_list == "output" and to_list == "input" then
if not trader_exists(player:get_player_name()) then
return 0
end
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
@ -834,7 +732,11 @@ local trade_inventory = {
end,
allow_put = function(inv, listname, index, stack, player)
if listname == "input" then
if not trader_exists(player:get_player_name()) then
return 0
else
return stack:get_count()
end
else
return 0
end
@ -962,7 +864,6 @@ local trade_inventory = {
end,
}
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
player_tradenum[name] = 1
@ -979,6 +880,155 @@ minetest.register_on_joinplayer(function(player)
inv:set_size("offered", 1)
end)
--[=======[ MOB REGISTRATION AND SPAWNING ]=======]
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 = {
{
"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
},
},
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",
distance = 16,
},
animation = {
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,
},
water_damage = 0,
lava_damage = 4,
light_damage = 0,
view_range = 16,
fear_height = 4,
jump = true,
walk_chance = DEFAULT_WALK_CHANCE,
on_rightclick = function(self, clicker)
-- Initiate trading
local name = clicker:get_player_name()
self._trading_players[name] = true
init_trader_vars(self)
if self._trades == nil then
init_trades(self)
end
update_max_tradenum(self)
if self._trades == false then
-- Villager has no trades, rightclick is a no-op
return
end
player_trading_with[name] = self
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
set_trade(self, clicker, inv, 1)
show_trade_formspec(name, self)
-- Behaviour stuff:
-- Make villager look at player and stand still
local selfpos = self.object:get_pos()
local clickerpos = clicker:get_pos()
local dir = vector.direction(selfpos, clickerpos)
self.object:set_yaw(minetest.dir_to_yaw(dir))
stand_still(self)
end,
_player_scan_timer = 0,
_trading_players = {}, -- list of playernames currently trading with villager (open formspec)
do_custom = function(self, dtime)
-- Stand still if player is nearby.
if not self._player_scan_timer then
self._player_scan_timer = 0
end
self._player_scan_timer = self._player_scan_timer + dtime
-- Check infrequently to keep CPU load low
if self._player_scan_timer > PLAYER_SCAN_INTERVAL then
self._player_scan_timer = 0
local selfpos = self.object:get_pos()
local objects = minetest.get_objects_inside_radius(selfpos, PLAYER_SCAN_RADIUS)
local has_player = false
for o, obj in pairs(objects) do
if obj:is_player() then
has_player = true
break
end
end
if has_player then
minetest.log("verbose", "[mobs_mc] Player near villager found!")
stand_still(self)
else
minetest.log("verbose", "[mobs_mc] No player near villager found!")
self.walk_chance = DEFAULT_WALK_CHANCE
self.jump = true
end
end
end,
on_spawn = function(self)
init_trader_vars(self)
end,
on_die = function(self, pos)
-- Close open trade formspecs and give input back to players
local trading_players = self._trading_players
for name, _ in pairs(trading_players) do
minetest.close_formspec(name, "mobs_mc:trade_"..name)
local player = minetest.get_player_by_name(name)
if player then
return_fields(player)
end
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)
-- compatibility