yl_speak_up/trade_list.lua
2021-06-02 01:32:06 +02:00

171 lines
5.8 KiB
Lua

-- show a list of all trades
-- the player is accessing the trade list
yl_speak_up.input_trade_list = function(player, formname, fields)
local pname = player:get_player_name()
local d_id = yl_speak_up.speak_to[pname].d_id
local n_id = yl_speak_up.speak_to[pname].n_id
local dialog = yl_speak_up.speak_to[pname].dialog
if(not(dialog.trades)) then
dialog.trades = {}
end
-- the player wants to add a new trade
if(fields.trade_list_add_trade) then
-- show the trade config dialog for a new trade
yl_speak_up.show_fs(player, "add_trade_simple", "new")
return
end
-- toggle between view of dialog option trades and trade list trades
if(fields.show_dialog_option_trades
or fields.show_trade_list) then
yl_speak_up.show_fs(player, "trade_list", fields.show_dialog_option_trades)
return
end
-- go back to the main dialog
if(fields.finished_trading) then
yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id})
return
end
-- normal mode: the player wants to see a particular trade
for k,v in pairs(dialog.trades) do
if(fields[ k ]) then
yl_speak_up.show_fs(player, "trade_simple", k)
return
end
end
-- show the inventory of the NPC
if(fields.show_inventory) then
yl_speak_up.show_fs(player, "inventory")
return
end
-- TODO: and otherwise?
end
-- show a list of all trades the NPC has to offer
-- if show_dialog_option_trades is set: show only those trades that are attached to options of dialogs;
-- otherwise show only those trades attached to the trade list
yl_speak_up.get_fs_trade_list = function(player, show_dialog_option_trades)
if(not(player)) then
return ""
end
local pname = player:get_player_name()
-- which NPC is the player talking to?
local n_id = yl_speak_up.speak_to[pname].n_id
local dialog = yl_speak_up.speak_to[pname].dialog
-- do we have all the necessary data?
if(not(n_id) or not(dialog.n_npc)) then
return "size[6,2]"..
"label[0.2,0.5;Ups! This NPC lacks ID or name.]"..
"button_exit[2,1.5;1,0.9;exit;Exit]"
end
-- make sure the NPC has that table defined
if(not(dialog.trades)) then
dialog.trades = {}
end
yl_speak_up.load_npc_inventory(n_id)
local npc_inv = minetest.get_inventory({type="detached", name="yl_speak_up_npc_"..tostring(n_id)})
local formspec = {}
if(yl_speak_up.may_edit_npc(player, n_id)) then
-- allow players with the right priv to switch view between dialog option trades
-- and those normal ones in the trade list
if(not(show_dialog_option_trades)) then
table.insert(formspec, "button[3.0,-0.5;5.0,0.9;show_dialog_option_trades;"..
"Show trades attached to dialog options]")
else
table.insert(formspec, "button[3.0,-0.5;5.0,0.9;show_trade_list;"..
"Show trade list trades (player view)]")
end
else
-- do not show trades attached to dialog options for players who cannot edit the NPC
show_dialog_option_trades = false
end
-- arrange the offers in yl_speak_up.trade_max_cols columns horizontally
-- and yl_speak_up.trade_max_rows row vertically
local row = 0
local col = 0
local anz_trades = 0
-- the order in which the trades appear shall not change each time;
-- but lua cannot sort the keys of a table by itself...
local sorted_trades = {}
for k in pairs(dialog.trades) do
table.insert(sorted_trades, k)
end
table.sort(sorted_trades)
-- TODO: handle multiple pages?
for i, k in ipairs(sorted_trades) do
v = dialog.trades[ k ]
if(col < yl_speak_up.trade_max_cols
-- needs both to be negated because show_dialog_option_trades will most of the time be nil
-- and the actual value of v.d_id isn't of intrest here either
and (not(show_dialog_option_trades) == not(v.d_id))
and v.pay and v.pay[1] and v.pay[1] ~= "" and v.buy and v.buy[1] and v.buy[1] ~= "") then
local pay_stack = ItemStack(v.pay[1])
local buy_stack = ItemStack(v.buy[1])
-- do not show trades with nonexistant items
if( not(minetest.registered_items[ pay_stack:get_name() ])
or not(minetest.registered_items[ buy_stack:get_name() ])) then
break
end
anz_trades = anz_trades + 1
local kstr = tostring(minetest.formspec_escape(k))
table.insert(formspec,
"item_image_button["..tostring(1+(col*4))..","..tostring(1+row)..";1,1;"..
tostring(v.pay[1])..";"..kstr..";]"..
"image_button["..tostring(1.8+(col*4))..","..tostring(1+row)..";1,1;"..
"gui_furnace_arrow_bg.png^[transformR270;"..kstr..";]"..
"item_image_button["..tostring(2.6+(col*4))..","..tostring(1+row)..";1,1;"..
tostring(v.buy[1])..";"..kstr..";]")
if(not(npc_inv:contains_item("npc_main", buy_stack))) then
table.insert(formspec,
"label["..tostring(1.7+(col*4))..","..tostring(1.2+row)..";Sold out]")
end
row = row + 1
if(row > yl_speak_up.trade_max_rows) then
row = 0
col = col + 1
end
end
end
-- if there are no trades, at least print a hint that there could be some here
-- (a mostly empty formspec looks too boring and could irritate players)
if(anz_trades == 0) then
table.insert(formspec,
"label[1,1;Sorry. There are currently no offers available.]")
end
-- button "add trade" for those who can edit the NPC (entering edit mode is not required)
-- also add a quick way to access the inventory of the npc
if(yl_speak_up.may_edit_npc(player, n_id)) then
table.insert(formspec,
"button["..tostring(yl_speak_up.trade_max_cols * 4 - 2.2)..
",0.2;2.0,0.9;trade_list_add_trade;Add trade]"..
"button["..tostring(yl_speak_up.trade_max_cols * 4 - 4.2)..
",-0.5;4.0,0.9;show_inventory;Show inventory of NPC]")
end
return "size["..
tostring(yl_speak_up.trade_max_cols * 4)..","..
tostring(yl_speak_up.trade_max_rows + 2).."]"..
"button[0.2,0.0;2.0,0.9;finished_trading;Back to talk]"..
"label[3.0,0.2;"..tostring(dialog.n_npc).." offers you these trades:]"..
table.concat(formspec, "")
end