yl_speak_up/api/api_trade_inv.lua
2024-02-15 22:29:20 +01:00

246 lines
8.9 KiB
Lua

-- functions for handling the detached trade inventory of players
-- these functions exist as extra functions so that they can be changed with /npc_talk_reload
-- can this trade be made? called in allow_take
yl_speak_up.can_trade_simple = function(player, count)
if(not(player)) then
return 0
end
local pname = player:get_player_name()
-- which trade are we talking about?
local trade = yl_speak_up.trade[pname]
-- do we have all the necessary data?
if(not(trade) or trade.trade_type ~= "trade_simple") then
return 0
end
-- the player tries to take *less* items than what his payment is;
-- avoid this confusion!
if(ItemStack(trade.npc_gives):get_count() ~= count) then
return 0
end
-- buy, sell and config items need to be placed somewhere
local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
-- the players' inventory
local player_inv = player:get_inventory()
-- the NPCs' inventory
local npc_inv = minetest.get_inventory({type="detached", name="yl_speak_up_npc_"..tostring(trade.n_id)})
-- is the payment in the payment slot?
if( not(trade_inv:contains_item("pay", trade.player_gives))
-- is the item to be sold in the buy slot?
or not(trade_inv:contains_item("buy", trade.npc_gives))
-- has the NPC room for the payment?
or not(npc_inv:room_for_item("npc_main", trade.player_gives))
-- has the player room for the sold item?
or not(player_inv:room_for_item("main", trade.npc_gives))) then
-- trade not possible
return 0
end
-- used items cannot be sold as there is no fair way to indicate how
-- much they are used
if( trade_inv:get_stack("pay", 1):get_wear() > 0) then
return 0
end
-- all ok; all items that are to be sold can be taken
return ItemStack(trade.npc_gives):get_count()
end
-- actually execute the trade
yl_speak_up.do_trade_simple = function(player, count)
-- can the trade be made?
if(not(yl_speak_up.can_trade_simple(player, count))) then
return
end
local pname = player:get_player_name()
-- which trade are we talking about?
local trade = yl_speak_up.trade[pname]
-- buy, sell and config items need to be placed somewhere
local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
-- the NPCs' inventory
local npc_inv = minetest.get_inventory({type="detached", name="yl_speak_up_npc_"..tostring(trade.n_id)})
-- the NPC sells these items right now, and the player is moving it to his inventory
npc_inv:remove_item("npc_main", trade.npc_gives)
-- move price items to the NPC
local stack = trade_inv:remove_item("pay", trade.player_gives)
npc_inv:add_item("npc_main", stack)
-- save the inventory of the npc so that the payment does not get lost
yl_speak_up.save_npc_inventory( trade.n_id )
-- store for statistics how many times the player has executed this trade
-- (this is also necessary to switch to the right target dialog when
-- dealing with dialog options trades)
yl_speak_up.trade[pname].trade_done = yl_speak_up.trade[pname].trade_done + 1
-- log the trade
yl_speak_up.log_change(pname, trade.n_id,
"bought "..tostring(trade.npc_gives)..
" for "..tostring(trade.player_gives))
end
-- moving of items between diffrent lists is not allowed
yl_speak_up.trade_inv_allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if(not(player)) then
return 0
end
if(from_list ~= to_list) then
return 0
end
return count
end
-- these all require calling special functions, depending on context
yl_speak_up.trade_inv_allow_put = function(inv, listname, index, stack, player)
if(not(player)) then
return 0
end
-- the "buy" slot is managed by the NPC; the player only takes from it
if(listname == "buy") then
return 0
end
-- do not allow used items or items with metadata in the setup slots
-- (they can't really be traded later on anyway)
if(listname == "setup") then
-- check if player can edit NPC, item is undammaged and contains no metadata
return yl_speak_up.inventory_allow_item(player, stack,
"yl_speak_up:add_trade_simple")
end
-- allow putting something in in edit mode - but not otherwise
if(listname == "npc_gives") then
return 0
end
return stack:get_count()
end
yl_speak_up.trade_inv_allow_take = function(inv, listname, index, stack, player)
if(not(player)) then
return 0
end
-- can the trade be made?
if(listname == "buy") then
return yl_speak_up.can_trade_simple(player, stack:get_count())
end
return stack:get_count()
end
yl_speak_up.trade_inv_on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
end
yl_speak_up.trade_inv_on_put = function(inv, listname, index, stack, player)
if(listname == "pay") then
local pname = player:get_player_name()
-- show formspec with updated information (perhaps sale is now possible)
yl_speak_up.show_fs(player, "trade_simple")
elseif(listname == "npc_gives"
or listname == "npc_wants") then
-- monitor changes in order to adjust the formspec
yl_speak_up.action_inv_changed(inv, listname, index, stack, player, "put")
end
end
yl_speak_up.trade_inv_on_take = function(inv, listname, index, stack, player)
-- the player may have put something wrong in the payment slot
-- -> show updated formspec
if(listname == "pay") then
local pname = player:get_player_name()
-- show formspec with updated information (perhaps sale is now possible)
yl_speak_up.show_fs(player, "trade_simple")
elseif(listname == "buy") then
-- do the exchange
yl_speak_up.do_trade_simple(player, stack:get_count())
local pname = player:get_player_name()
-- which trade are we talking about?
local trade = yl_speak_up.trade[pname]
-- when the player traded once inside an action: that action was a success;
-- execute next action
-- but only if not in edit mode
if(trade and trade.trade_done > 0
and not(trade.trade_is_trade_list)
and not(trade.dry_run_no_exec)) then
local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
-- return surplus items from the pay slot
local pay = trade_inv:get_stack("pay", 1)
local player_inv = player:get_inventory()
if( pay and player_inv:room_for_item("main", pay)) then
player_inv:add_item("main", pay)
trade_inv:set_stack("pay", 1, "")
end
-- done trading
yl_speak_up.speak_to[pname].target_d_id = nil
yl_speak_up.speak_to[pname].trade_id = nil
-- execute the next action
yl_speak_up.execute_next_action(player, trade.a_id, true, "yl_speak_up:trade_simple")
return
end
-- information may require an update (NPC might now be out of stock), or
-- the player can do the trade a second time
yl_speak_up.show_fs(player, "trade_simple")
elseif(listname == "npc_gives"
or listname == "npc_wants") then
-- monitor changes in order to adjust the formspec
yl_speak_up.action_inv_changed(inv, listname, index, stack, player, "take")
end
end
-- create a detached inventory for the *player* for trading with the npcs
-- (called in minetest.register_on_joinplayer)
yl_speak_up.player_joined_add_trade_inv = function(player, last_login)
local pname = player:get_player_name()
-- create the detached inventory;
-- the functions for monitoring changes will be important later on
-- only the the player owning this detached inventory may access it
local trade_inv = minetest.create_detached_inventory("yl_speak_up_player_"..tostring(pname), {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return yl_speak_up.trade_inv_allow_move(inv, from_list, from_index, to_list,
to_index, count, player)
end,
allow_put = function(inv, listname, index, stack, player)
return yl_speak_up.trade_inv_allow_put(inv, listname, index, stack, player)
end,
allow_take = function(inv, listname, index, stack, player)
return yl_speak_up.trade_inv_allow_take(inv, listname, index, stack, player)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return yl_speak_up.trade_inv_on_move(inv, from_list, from_index, to_list,
to_index, count, player)
end,
on_put = function(inv, listname, index, stack, player)
return yl_speak_up.trade_inv_on_put(inv, listname, index, stack, player)
end,
on_take = function(inv, listname, index, stack, player)
return yl_speak_up.trade_inv_on_take(inv, listname, index, stack, player)
end,
-- create the detached inventory only for that player (don't spam other clients with it):
}, tostring(pname))
-- prepare the actual inventories
trade_inv:set_size("pay", 1)
trade_inv:set_size("buy", 1)
-- for setting up new simple trades
trade_inv:set_size("setup", 2*1)
-- for setting up actions
trade_inv:set_size("npc_gives", 1)
trade_inv:set_size("npc_wants", 1)
-- for setting wielded items (left and right)
trade_inv:set_size("wield", 2)
end
yl_speak_up.player_left_remove_trade_inv = function(player)
if(not(player)) then
return
end
local pname = player:get_player_name()
minetest.remove_detached_inventory("yl_speak_up_player_"..tostring(pname))
end