trade_inv now calls extra functions so that the code can be changed at runtime with npc_talk_reload, too

This commit is contained in:
Sokomine 2022-10-01 22:43:35 +02:00
parent 3104889208
commit 2b58aac1dc

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@ -862,6 +862,118 @@ yl_speak_up.get_fs_trade_simple = function(player, trade_id)
end
-- 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
-- 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
local pname = player:get_player_name()
local n_id = yl_speak_up.speak_to[pname].n_id
-- only in edit mode! else the NPC manages this slot
if(not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id) then
return 0
end
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 yl_speak_up.edit_mode[pname] ~= trade.n_id) 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)
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)
@ -871,109 +983,26 @@ yl_speak_up.player_joined_add_trade_inv = function(player, last_login)
-- 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), {
-- moving of items between diffrent lists is not allowed
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if(not(player) or player:get_player_name() ~= pname) then
return 0
end
if(from_list ~= to_list) then
return 0
end
return count
return yl_speak_up.trade_inv_allow_move(inv, from_list, from_index, to_list,
to_index, count, player)
end,
-- these all require calling special functions, depending on context
allow_put = function(inv, listname, index, stack, player)
if(not(player) or player:get_player_name() ~= pname) 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
local pname = player:get_player_name()
local n_id = yl_speak_up.speak_to[pname].n_id
-- only in edit mode! else the NPC manages this slot
if(not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id) then
return 0
end
end
return stack:get_count()
return yl_speak_up.trade_inv_allow_put(inv, listname, index, stack, player)
end,
allow_take = function(inv, listname, index, stack, player)
if(not(player) or player:get_player_name() ~= pname) 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()
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)
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
return yl_speak_up.trade_inv_on_put(inv, listname, index, stack, player)
end,
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 yl_speak_up.edit_mode[pname] ~= trade.n_id) 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)
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
return yl_speak_up.trade_inv_on_take(inv, listname, index, stack, player)
end,
})
-- prepare the actual inventories