Villager trading: Use per-player trading inventory

This commit is contained in:
Wuzzy 2018-06-10 12:05:05 +02:00
parent 9f2460c263
commit cca841e459

View file

@ -3,7 +3,6 @@
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
-- TODO/FIXME: Per-player trading inventories
-- TODO: Particles
-- TODO: 4s Regeneration I after trade unlock
-- FIXME: Possible to lock all trades
@ -438,6 +437,8 @@ local function show_trade_formspec(playername, trader, tradenum)
disabled_img = "image[4.3,2.52;1,1;mobs_mc_trading_formspec_disabled.png]"..
"image[4.3,1.1;1,1;mobs_mc_trading_formspec_disabled.png]"
end
local tradeinv_name = "mobs_mc:trade_"..playername
local tradeinv = minetest.formspec_escape("detached:"..tradeinv_name)
local formspec =
"size[9,8.75]"
.."background[-0.19,-0.25;9.41,9.49;mobs_mc_trading_formspec_bg.png]"
@ -448,16 +449,16 @@ local function show_trade_formspec(playername, trader, tradenum)
.."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]"
.."list["..tradeinv..";wanted;2,1;2,1;]"
.."list["..tradeinv..";offered;5.76,1;1,1;]"
.."list["..tradeinv..";input;2,2.5;2,1;]"
.."list["..tradeinv..";output;5.76,2.55;1,1;]"
.."listring["..tradeinv..";output]"
.."listring[current_player;main]"
.."listring[detached:mobs_mc:trade;input]"
.."listring["..tradeinv..";input]"
.."listring[current_player;main]"
minetest.sound_play("mobs_mc_villager_trade", {to_player = playername})
minetest.show_formspec(playername, "mobs_mc:trade", formspec)
minetest.show_formspec(playername, tradeinv_name, formspec)
end
local update_offer = function(inv, player, sound)
@ -608,178 +609,7 @@ mobs:register_mob("mobs_mc:villager", {
player_trading_with[name] = self
-- TODO: Create per-player trading inventories
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade"})
if not inv then
inv = minetest.create_detached_inventory("mobs_mc:trade", {
allow_take = function(inv, listname, index, stack, player)
if listname == "input" then
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)
local input1 = inv:get_stack("input", 1)
local input2 = inv:get_stack("input", 2)
wanted1:set_count(wanted1:get_count()*2)
wanted2:set_count(wanted2:get_count()*2)
-- BEGIN OF SPECIAL HANDLING FOR COMPASS
local special_checks = function(wanted1, input1, input2)
if wanted1:get_name() == COMPASS then
local compasses = 0
if (minetest.get_item_group(input1:get_name(), "compass") ~= 0) then
compasses = compasses + input1:get_count()
end
if (minetest.get_item_group(input2:get_name(), "compass") ~= 0) then
compasses = compasses + input2:get_count()
end
return compasses >= wanted1:get_count()
end
return false
end
-- END OF SPECIAL HANDLING FOR COMPASS
if (inv:contains_item("input", wanted1) and
(wanted2:is_empty() or inv:contains_item("input", wanted2)))
-- BEGIN OF SPECIAL HANDLING FOR COMPASS
or special_checks(wanted1, input1, input2) then
-- END OF SPECIAL HANDLING FOR COMPASS
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
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
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
end
return 0
end,
allow_put = function(inv, listname, index, stack, player)
if listname == "input" then
return stack:get_count()
else
return 0
end
end,
on_put = function(inv, listname, index, stack, player)
update_offer(inv, player, true)
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)
end,
on_take = function(inv, listname, index, stack, player)
local accept
local name = player:get_player_name()
if listname == "output" then
local wanted1 = inv:get_stack("wanted", 1)
inv:remove_item("input", wanted1)
local wanted2 = inv:get_stack("wanted", 2)
if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2))
end
-- BEGIN OF SPECIAL HANDLING FOR COMPASS
if wanted1:get_name() == COMPASS then
for n=1, 2 do
local input = inv:get_stack("input", n)
if minetest.get_item_group(input:get_name(), "compass") ~= 0 then
input:set_count(input:get_count() - wanted1:get_count())
inv:set_stack("input", n, input)
break
end
end
end
-- END OF SPECIAL HANDLING FOR COMPASS
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 all the things if something was traded
-- for the first time ever
unlock_stuff = true
trade.traded_once = true
elseif trade.trade_counter == 0 and math.random(1,5) == 1 then
-- Otherwise, 20% chance to unlock if used freshly reset trade
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
local r = math.random(1, math.random(4, 10))
if r == 1 then
trade.locked = true
end
end
trader._trades = minetest.serialize(trades)
if trade.locked then
inv:set_stack("output", 1, "")
show_trade_formspec(name, trader, tradenum)
end
else
minetest.log("error", "[mobs_mc] Player took item from trader output but player_trading_with or player_tradenum is nil!")
end
accept = true
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,
})
end
inv:set_size("input", 2)
inv:set_size("output", 1)
inv:set_size("wanted", 2)
inv:set_size("offered", 1)
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
player_tradenum[name] = 1
set_trade(self, clicker, inv, player_tradenum[name], player_tradenum[name])
@ -821,7 +651,8 @@ local function return_item(itemstack, dropper, pos, inv_p)
end
local return_fields = function(player)
local inv_t = minetest.get_inventory({type="detached", name = "mobs_mc:trade"})
local name = player:get_player_name()
local inv_t = minetest.get_inventory({type="detached", name = "mobs_mc:trade_"..name})
local inv_p = player:get_inventory()
for i=1, inv_t:get_size("input") do
local stack = inv_t:get_stack("input", i)
@ -833,7 +664,7 @@ local return_fields = function(player)
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "mobs_mc:trade" then
if string.sub(formname, 1, 14) == "mobs_mc:trade_" then
local name = player:get_player_name()
if fields.quit then
return_fields(player)
@ -848,7 +679,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
return
end
player_tradenum[name] = player_tradenum[name] + 1
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade"})
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
set_trade(trader, player, inv, player_tradenum[name])
update_offer(inv, player, false)
show_trade_formspec(name, trader, player_tradenum[name])
@ -862,7 +693,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
return
end
player_tradenum[name] = player_tradenum[name] - 1
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade"})
local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name})
set_trade(trader, player, inv, player_tradenum[name])
update_offer(inv, player, false)
show_trade_formspec(name, trader, player_tradenum[name])
@ -876,9 +707,186 @@ minetest.register_on_leaveplayer(function(player)
player_trading_with[player:get_player_name()] = 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
-- 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)
local input1 = inv:get_stack("input", 1)
local input2 = inv:get_stack("input", 2)
wanted1:set_count(wanted1:get_count()*2)
wanted2:set_count(wanted2:get_count()*2)
-- BEGIN OF SPECIAL HANDLING FOR COMPASS
local special_checks = function(wanted1, input1, input2)
if wanted1:get_name() == COMPASS then
local compasses = 0
if (minetest.get_item_group(input1:get_name(), "compass") ~= 0) then
compasses = compasses + input1:get_count()
end
if (minetest.get_item_group(input2:get_name(), "compass") ~= 0) then
compasses = compasses + input2:get_count()
end
return compasses >= wanted1:get_count()
end
return false
end
-- END OF SPECIAL HANDLING FOR COMPASS
if (inv:contains_item("input", wanted1) and
(wanted2:is_empty() or inv:contains_item("input", wanted2)))
-- BEGIN OF SPECIAL HANDLING FOR COMPASS
or special_checks(wanted1, input1, input2) then
-- END OF SPECIAL HANDLING FOR COMPASS
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
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
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
end
return 0
end,
allow_put = function(inv, listname, index, stack, player)
if listname == "input" then
return stack:get_count()
else
return 0
end
end,
on_put = function(inv, listname, index, stack, player)
update_offer(inv, player, true)
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)
end,
on_take = function(inv, listname, index, stack, player)
local accept
local name = player:get_player_name()
if listname == "output" then
local wanted1 = inv:get_stack("wanted", 1)
inv:remove_item("input", wanted1)
local wanted2 = inv:get_stack("wanted", 2)
if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2))
end
-- BEGIN OF SPECIAL HANDLING FOR COMPASS
if wanted1:get_name() == COMPASS then
for n=1, 2 do
local input = inv:get_stack("input", n)
if minetest.get_item_group(input:get_name(), "compass") ~= 0 then
input:set_count(input:get_count() - wanted1:get_count())
inv:set_stack("input", n, input)
break
end
end
end
-- END OF SPECIAL HANDLING FOR COMPASS
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 all the things if something was traded
-- for the first time ever
unlock_stuff = true
trade.traded_once = true
elseif trade.trade_counter == 0 and math.random(1,5) == 1 then
-- Otherwise, 20% chance to unlock if used freshly reset trade
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
local r = math.random(1, math.random(4, 10))
if r == 1 then
trade.locked = true
end
end
trader._trades = minetest.serialize(trades)
if trade.locked then
inv:set_stack("output", 1, "")
show_trade_formspec(name, trader, tradenum)
end
else
minetest.log("error", "[mobs_mc] Player took item from trader output but player_trading_with or player_tradenum is nil!")
end
accept = true
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)