-- inventory management, trading and handling of quest items for talking to NPCs -- cache the inventory of NPCs for easier access yl_speak_up.npc_inventory = {} -- where are they stored on the disk? yl_speak_up.get_inventory_save_path = function(n_id) return yl_speak_up.worldpath .. yl_speak_up.inventory_path .. DIR_DELIM .. "inv_" .. n_id .. ".json" end -- access the inventory of the NPC (only possible for players with the right priv) yl_speak_up.get_fs_inventory = function(player, n_id, npc_name) return "size[12,11]" .. "label[2,-0.2;Inventory of "..minetest.formspec_escape(npc_name).. " (ID: "..tostring(n_id).."):]".. "list[detached:yl_npc_"..tostring(n_id)..";npc_main;0,0.3;12,6;]" .. "list[current_player;main;2,6.85;8,1;]" .. "list[current_player;main;2,8.08;8,3;8]" .. "listring[detached:yl_npc_"..tostring(n_id)..";npc_main]" .. "listring[current_player;main]" .. "button[10.0,10.2;2,0.9;back_from_inventory;Back]" end -- save the inventory of the NPC with the id n_id yl_speak_up.save_npc_inventory = function( n_id ) -- only save something if we actually can if(not(n_id) or not(yl_speak_up.npc_inventory[ n_id ])) then return end -- convert the inventory data to something we can actually store local inv = yl_speak_up.npc_inventory[ n_id ] local inv_as_table = {} for i=1, inv:get_size("npc_main") do local stack = inv:get_stack("npc_main", i) -- only save those slots that are not empty if(not(stack:is_empty())) then inv_as_table[ i ] = stack:to_table() end end -- convert the table into json local json = minetest.write_json( inv_as_table ) -- get a file name for storing the data local file_name = yl_speak_up.get_inventory_save_path(n_id) -- actually store it on disk minetest.safe_file_write(file_name, json) end -- create and load the detached inventory in yl_speak_up.after_activate; -- direct access to this inventory is only possible for players with the right privs yl_speak_up.load_npc_inventory = function(n_id) if(not(n_id)) then return end -- the inventory is already loaded if( yl_speak_up.npc_inventory[ n_id ]) then return end -- create the detached inventory (it is empty for now) local npc_inv = minetest.create_detached_inventory("yl_npc_"..tostring(n_id), { allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) if(not(yl_speak_up.may_edit_npc(player, n_id))) then return 0 end return count end, -- Called when a player wants to move items inside the inventory. -- Return value: number of items allowed to move. allow_put = function(inv, listname, index, stack, player) if(not(yl_speak_up.may_edit_npc(player, n_id))) then return 0 end return stack:get_count() end, -- Called when a player wants to put something into the inventory. -- Return value: number of items allowed to put. -- Return value -1: Allow and don't modify item count in inventory. allow_take = function(inv, listname, index, stack, player) if(not(yl_speak_up.may_edit_npc(player, n_id))) then return 0 end return stack:get_count() end, -- Called when a player wants to take something out of the inventory. -- Return value: number of items allowed to take. -- Return value -1: Allow and don't modify item count in inventory. -- log inventory changes (same way as modifications to chest inventories) on_move = function(inv, from_list, from_index, to_list, to_index, count, player) minetest.log("action", "(yl_speak_up) "..player:get_player_name() .. " moves stuff in inventory of NPC " .. tostring(n_id)) end, on_put = function(inv, listname, index, stack, player) minetest.log("action", "(yl_speak_up) "..player:get_player_name() .. " moves " .. stack:get_name() .. " to inventory of NPC " .. tostring(n_id)) end, on_take = function(inv, listname, index, stack, player) minetest.log("action", "(yl_speak_up) "..player:get_player_name() .. " takes " .. stack:get_name() .. " from inventory of NPC " .. tostring(n_id)) end, }) -- the NPC needs enough room for trade items, payment and questitems npc_inv:set_size("npc_main", 6*12) -- cache a pointer to this inventory for easier access yl_speak_up.npc_inventory[ n_id ] = npc_inv -- find out where the inventory of the NPC is stored local file_name = yl_speak_up.get_inventory_save_path(n_id) -- load the data from the file local file, err = io.open(file_name, "r") if err then return end io.input(file) local text = io.read() local inv_as_table = minetest.parse_json(text) io.close(file) if(type(inv_as_table) ~= "table") then return end -- restore the inventory for i=1, npc_inv:get_size("npc_main") do npc_inv:set_stack("npc_main", i, ItemStack( inv_as_table[ i ])) end end