mobs_npc/trader.lua

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local S = mobs.intllib
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mobs.human = {
items = {
--{item for sale, price, chance of appearing in trader's inventory}
{"default:apple 10", "default:gold_ingot 2", 10},
{"farming:bread 10", "default:gold_ingot 4", 5},
{"default:clay 10", "default:gold_ingot 2", 12},
{"default:brick 10", "default:gold_ingot 4", 17},
{"default:glass 10", "default:gold_ingot 4", 17},
{"default:obsidian 10", "default:gold_ingot 15", 50},
{"default:diamond 1", "default:gold_ingot 5", 40},
{"farming:wheat 10", "default:gold_ingot 2", 17},
{"default:tree 5", "default:gold_ingot 4", 20},
{"default:stone 10", "default:gold_ingot 8", 17},
{"default:desert_stone 10", "default:gold_ingot 8", 27},
{"default:sapling 1", "default:gold_ingot 1", 7},
{"default:pick_steel 1", "default:gold_ingot 2", 7},
{"default:sword_steel 1", "default:gold_ingot 2", 17},
{"default:shovel_steel 1", "default:gold_ingot 1", 17},
},
names = {
"Bob", "Duncan", "Bill", "Tom", "James", "Ian", "Lenny"
}
}
-- Trader ( same as NPC but with right-click shop )
mobs:register_mob("mobs_npc:trader", {
type = "npc",
passive = false,
damage = 3,
attack_type = "dogfight",
attacks_monsters = true,
pathfinding = false,
hp_min = 10,
hp_max = 20,
armor = 100,
collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
visual = "mesh",
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mesh = "mobs_character.b3d",
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textures = {
{"mobs_trader.png"}, -- by Frerin
},
makes_footstep_sound = true,
sounds = {},
walk_velocity = 2,
run_velocity = 3,
jump = false,
drops = {},
water_damage = 0,
lava_damage = 4,
light_damage = 0,
follow = {"default:diamond"},
view_range = 15,
owner = "",
order = "stand",
fear_height = 3,
animation = {
speed_normal = 30,
speed_run = 30,
stand_start = 0,
stand_end = 79,
walk_start = 168,
walk_end = 187,
run_start = 168,
run_end = 187,
punch_start = 200,
punch_end = 219,
},
on_rightclick = function(self, clicker)
mobs_trader(self, clicker, entity, mobs.human)
end,
})
--This code comes almost exclusively from the trader and inventory of mobf, by Sapier.
--The copyright notice below is from mobf:
-------------------------------------------------------------------------------
-- Mob Framework Mod by Sapier
--
-- You may copy, use, modify or do nearly anything except removing this
-- copyright notice.
-- And of course you are NOT allow to pretend you have written it.
--
--! @file inventory.lua
--! @brief component containing mob inventory related functions
--! @copyright Sapier
--! @author Sapier
--! @date 2013-01-02
--
--! @defgroup Inventory Inventory subcomponent
--! @brief Component handling mob inventory
--! @ingroup framework_int
--! @{
--
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
function mobs.allow_move(inv, from_list, from_index, to_list, to_index, count, player)
if to_list ~= "selection"
or from_list == "price"
or from_list == "payment"
or from_list == "takeaway"
or from_list == "identifier" then
return 0
end
-- forbid moving split stacks
local old_stack = inv.get_stack(inv, from_list, from_index)
if count ~= old_stack.get_count(old_stack) then
return 0
end
return count
end
function mobs.allow_put(inv, listname, index, stack, player)
if listname == "payment" then
return 99
end
return 0
end
function mobs.allow_take(inv, listname, index, stack, player)
if listname == "takeaway"
or listname == "payment" then
return 99
else
return 0
end
end
function mobs.on_put(inv, listname, index, stack)
if listname == "payment" then
mobs.update_takeaway(inv)
end
end
function mobs.on_take(inv, listname, count, index, stack, player)
if listname == "takeaway" then
local amount = inv:get_stack("payment", 1):get_count()
local price = inv:get_stack("price", 1):get_count()
local thing = inv:get_stack("payment", 1):get_name()
inv.set_stack(inv,"selection", 1, nil)
inv.set_stack(inv,"price", 1, nil)
inv.set_stack(inv,"takeaway", 1, nil)
inv.set_stack(inv,"payment", 1, thing .. " " .. amount - price)
end
if listname == "payment" then
if mobs.check_pay(inv, false) then
local selection = inv.get_stack(inv, "selection", 1)
if selection ~= nil then
inv.set_stack(inv,"takeaway", 1, selection)
end
else
inv.set_stack(inv, "takeaway", 1, nil)
end
end
end
function mobs.update_takeaway(inv)
if mobs.check_pay(inv,false) then
local selection = inv.get_stack(inv,"selection", 1)
if selection ~= nil then
inv.set_stack(inv,"takeaway", 1, selection)
end
else
inv.set_stack(inv,"takeaway", 1, nil)
end
end
function mobs.check_pay(inv, paynow)
local now_at_pay = inv.get_stack(inv,"payment", 1)
local count = now_at_pay.get_count(now_at_pay)
local name = now_at_pay.get_name(now_at_pay)
local price = inv.get_stack(inv, "price", 1)
if price:get_name() == name then
local price = price:get_count()
if price > 0
and price <= count then
if paynow then
now_at_pay.take_item(now_at_pay, price)
inv.set_stack(inv,"payment", 1, now_at_pay)
return true
else
return true
end
else
if paynow then
inv.set_stack(inv, "payment", 1, nil)
end
end
end
return false
end
mobs.trader_inventories = {}
function mobs.add_goods(entity, race)
local goods_to_add = nil
for i = 1, 15 do
if math.random(0, 100) > race.items[i][3] then
mobs.trader_inventory.set_stack(mobs.trader_inventory,
"goods", i, race.items[i][1])
end
end
end
function mobs_trader(self, clicker, entity, race)
local player = clicker:get_player_name()
if not self.id then
self.id = (math.random(1, 1000) * math.random(1, 10000))
.. self.name .. (math.random(1, 1000) ^ 2)
end
if not self.game_name then
self.game_name = tostring(race.names[math.random(1, #race.names)])
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self.nametag = S("Trader @1", self.game_name)
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self.object:set_properties({
nametag = self.nametag,
nametag_color = "#00FF00"
})
end
local unique_entity_id = self.id
local is_inventory = minetest.get_inventory({
type = "detached", name = unique_entity_id})
local move_put_take = {
allow_move = mobs.allow_move,
allow_put = mobs.allow_put,
allow_take = mobs.allow_take,
on_move = function(inventory, from_list, from_index, to_list, to_index, count, player)
if from_list == "goods"
and to_list == "selection" then
local inv = inventory
local moved = inv.get_stack(inv,to_list, to_index)
local goodname = moved.get_name(moved)
local elements = moved.get_count(moved)
if elements > count then
-- remove the surplus parts
inv.set_stack(inv,"selection", 1,
goodname .. " " .. tostring(count))
-- the slot we took from is now free
inv.set_stack(inv,"goods",from_index,
goodname .. " " .. tostring(elements - count))
-- update the real amount of items in the slot now
elements = count
end
local good = nil
for i = 1, #race.items, 1 do
local stackstring = goodname .." " .. count
if race.items[i][1] == stackstring then
good = race.items[i]
end
end
if good ~= nil then
inventory.set_stack(inventory,"price", 1, good[2])
else
inventory.set_stack(inventory,"price", 1, nil)
end
mobs.update_takeaway(inv)
end
end,
on_put = mobs.on_put,
on_take = mobs.on_take
}
if is_inventory == nil then
mobs.trader_inventory = minetest.create_detached_inventory(unique_entity_id, move_put_take)
mobs.trader_inventory.set_size(mobs.trader_inventory,"goods", 15)
mobs.trader_inventory.set_size(mobs.trader_inventory,"takeaway", 1)
mobs.trader_inventory.set_size(mobs.trader_inventory,"selection", 1)
mobs.trader_inventory.set_size(mobs.trader_inventory,"price", 1)
mobs.trader_inventory.set_size(mobs.trader_inventory,"payment", 1)
mobs.add_goods(entity, race)
end
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minetest.chat_send_player(player, S("[NPC] <Trader @1 > Hello, @2, have a look at my wares.",
self.game_name, player))
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minetest.show_formspec(player, "trade", "size[8,10;]"
.. default.gui_bg_img
.. default.gui_slots
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.. "label[0,0;" .. S("Trader @1's stock:", self.game_name) .. "]"
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.. "list[detached:" .. unique_entity_id .. ";goods;.5,.5;3,5;]"
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.. "label[4.5,0.5;" .. S("Selection") .. "]"
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.. "list[detached:" .. unique_entity_id .. ";selection;4.5,1;5.5,2;]"
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.. "label[6,0.5;" .. S("Price") .. "]"
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.. "list[detached:" .. unique_entity_id .. ";price;6,1;7,2;]"
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.. "label[4.5,3.5;" .. S("Payment") .. "]"
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.. "list[detached:" .. unique_entity_id .. ";payment;4.5,4;5.5,5;]"
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.. "label[6,3.5;" .. S("Bought items") .. "]"
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.. "list[detached:" .. unique_entity_id .. ";takeaway;6,4;7.5,5.5;]"
.. "list[current_player;main;0,6;8,4;]"
)
end
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mobs:register_egg("mobs_npc:trader", S("Trader"), "default_sandstone.png", 1)
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-- compatibility
mobs:alias_mob("mobs:trader", "mobs_npc:trader")