show in trade list how much stock is available
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@ -76,15 +76,6 @@ yl_speak_up.get_fs_trade_list = function(player, show_dialog_option_trades)
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"button_exit[2,1.5;1,0.9;exit;Exit]"
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end
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-- make sure the NPC has that table defined
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if(not(dialog.trades)) then
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dialog.trades = {}
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end
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yl_speak_up.load_npc_inventory(n_id)
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local npc_inv = minetest.get_inventory({type="detached", name="yl_speak_up_npc_"..tostring(n_id)})
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if(not(yl_speak_up.may_edit_npc(player, n_id))) then
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-- do not show trades attached to dialog options for players who cannot edit the NPC
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show_dialog_option_trades = false
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@ -106,12 +97,18 @@ yl_speak_up.get_fs_trade_list = function(player, show_dialog_option_trades)
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local col = 0
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local anz_trades = 0
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-- make sure all fields (especially the buy and trade limits) are initialized properly
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yl_speak_up.setup_trade_limits(dialog)
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-- the order in which the trades appear shall not change each time;
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-- but lua cannot sort the keys of a table by itself...
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-- this function can be found in fs_trade_via_button.lua
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local sorted_trades = yl_speak_up.get_sorted_trade_id_list(dialog, show_dialog_option_trades)
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yl_speak_up.speak_to[pname].trade_id_list = sorted_trades
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-- how much stock does the NPC have?
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local counted_npc_inv = yl_speak_up.count_npc_inv(n_id)
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for i, k in ipairs(sorted_trades) do
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local v = dialog.trades[ k ]
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-- needs both to be negated because show_dialog_option_trades will most of the time be nil
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@ -120,20 +117,32 @@ yl_speak_up.get_fs_trade_list = function(player, show_dialog_option_trades)
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and v.pay and v.pay[1] and v.pay[1] ~= "" and v.buy and v.buy[1] and v.buy[1] ~= "") then
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local pay_stack = ItemStack(v.pay[1])
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local buy_stack = ItemStack(v.buy[1])
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local pay_stack_name = pay_stack:get_name()
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local buy_stack_name = buy_stack:get_name()
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-- do not show trades with nonexistant items
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if( not(minetest.registered_items[ pay_stack:get_name() ])
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or not(minetest.registered_items[ buy_stack:get_name() ])) then
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if( not(minetest.registered_items[ pay_stack_name ])
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or not(minetest.registered_items[ buy_stack_name ])) then
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break
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end
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anz_trades = anz_trades + 1
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local kstr = tostring(minetest.formspec_escape(k))
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local sold_out = not(npc_inv:contains_item("npc_main", buy_stack))
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-- how many times can the NPC do this particular trade?
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local amount_available = yl_speak_up.get_trade_amount_available(
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(counted_npc_inv[ buy_stack_name ] or 0),
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(counted_npc_inv[ pay_stack_name ] or 0),
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buy_stack, pay_stack,
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dialog.trades.limits.sell_if_more[ buy_stack_name ],
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dialog.trades.limits.buy_if_less[ pay_stack_name ])
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local sold_out = false
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local color = "#a37e45" --"#777777"
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if(sold_out) then
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if(amount_available < 1) then
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sold_out = true
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color = "#663333"
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-- still needs to contain kstr so that each button has a diffrent text
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-- kstr = "sold out "..kstr
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-- else -- if admin shop
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-- -- indicate that the shop will never run out of stock with a special color
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-- color = "#999999"
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end
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table.insert(formspec,
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"container["..tostring(0.5+(col*4.5))..","..
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@ -152,10 +161,12 @@ yl_speak_up.get_fs_trade_list = function(player, show_dialog_option_trades)
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table.insert(formspec, "button[0,1.0;4.3,1.0;"..kstr.."__;Sold out]"..
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"\ncontainer_end[]")
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else
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-- how often can this trade be done?
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table.insert(formspec, "label[0,0.8;Stock: "..tostring(amount_available).."x]")
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-- show the price label only when the offer is in stock
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table.insert(formspec, "label[0,1.9;->]"..
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"label[0,4.4;Price:]\ncontainer_end[]")
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"label[0,4.4;Price:]"..
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"\ncontainer_end[]")
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end
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col = col + 1
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if(col >= yl_speak_up.trade_max_cols) then
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