283 lines
8.1 KiB
Lua
283 lines
8.1 KiB
Lua
-- Intllib
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local S = intllib.make_gettext_pair()
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local b = "blank.png"
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mobs:register_mob("mobs_npc:trader", {
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type = "npc",
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damage = 1,
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attacks_monsters = true,
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armor = 0,
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hp_min = 15,
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hp_max = 20,
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collisionbox = {-0.35, -1.0, -0.35, 0.35, 0.8, 0.35},
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visual = "mesh",
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mesh = "character.b3d",
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textures = {
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{"mobs_trader.png^mobs_trader1.png", b, b, b},
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{"mobs_trader.png^mobs_trader2.png", b, b, b},
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{"mobs_trader.png^mobs_trader3.png", b, b, b}
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},
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makes_footstep_sound = true,
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sounds = {},
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walk_velocity = 2,
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run_velocity = 2,
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jump = false,
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drops = {},
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lava_damage = 3,
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order = "stand",
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fear_height = 3,
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animation = {
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speed_normal = 30, speed_run = 30,
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stand_start = 0, stand_end = 79,
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walk_start = 168, walk_end = 187, walk_speed = 15,
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run_start = 168, run_end = 187,
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punch_start = 189, punch_end = 198
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},
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on_punch = function(self, clicker)
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mobs_trader(self, clicker, nil, mobs.human)
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end,
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on_rightclick = function(self, clicker)
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mobs_trader(self, clicker, nil, mobs.human)
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end,
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on_spawn = function(self)
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self.nametag = S("Trader")
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self.object:set_properties({
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nametag = self.nametag,
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nametag_color = "#FFFFFF"
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})
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return true -- return true so on_spawn is run once only
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end,
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after_activate = function(self)
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if not self.game_name then
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self.object:set_properties({
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nametag_color = "#FFFFFF"
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})
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end
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end
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})
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-- This code comes almost exclusively from the trader and inventory of mobf, by Sapier.
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-- The copyright notice below is from mobf:
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-------------------------------------------------------------------------------
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-- Mob Framework Mod by Sapier
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--
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-- You may copy, use, modify or do nearly anything except removing this
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-- copyright notice.
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-- And of course you are NOT allow to pretend you have written it.
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--
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--! @file inventory.lua
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--! @brief component containing mob inventory related functions
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--! @copyright Sapier
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--! @author Sapier
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--! @date 2013-01-02
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--
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--! @defgroup Inventory Inventory subcomponent
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--! @brief Component handling mob inventory
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--! @ingroup framework_int
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--! @{
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--
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-- Contact sapier a t gmx net
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-------------------------------------------------------------------------------
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-- This code has been heavily modified by isaiah658.
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-- Trades are saved in entity metadata so they always stay the same after
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-- initially being chosen. Also the formspec uses item image buttons instead of
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-- inventory slots.
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-- Define tabe containing names for use and shop items for sale
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mobs.human = {
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names = {
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"Bob", "Duncan", "Bill", "Tom", "James", "Ian", "Lenny",
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"Dylan", "Ethan"
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},
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-- Item for sale, price, chance of appearing in trader's inventory
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items = {
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{"default:apple 8", "default:emerald 1", 10},
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{"farming:bread 8", "default:emerald 2", 5},
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{"default:clay 8", "default:emerald 1", 12},
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{"default:brick 8", "default:emerald 2", 17},
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{"default:glass 8", "default:emerald 2", 17},
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{"default:obsidian 16", "default:emerald 8", 50},
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{"default:diamond 1", "default:emerald 2", 40},
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{"farming:wheat 8", "default:emerald 2", 17},
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{"default:tree 4", "default:emerald 1", 20},
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{"default:stone 8", "default:emerald 2", 17},
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{"default:sapling 1", "default:emerald 1", 7},
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{"default:pick_gold 1", "default:emerald 2", 7},
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{"default:sword_gold 1", "default:emerald 2", 17},
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{"default:shovel_gold 1", "default:emerald 1", 17},
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{"default:cactus 4", "default:emerald 2", 40},
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{"default:sugarcane 4", "default:emerald 2", 40}
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}
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}
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function mobs.add_goods(self, _, race)
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local trade_index = 1
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local trades_already_added = {}
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local trader_pool_size = 6
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local item_pool_size = #race.items -- get number of items on list
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self.trades = {}
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if item_pool_size < trader_pool_size then
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trader_pool_size = item_pool_size
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end
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for i = 1, trader_pool_size do
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-- If there are more trades than the amount being added, they are
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-- randomly selected. If they are equal, there is no reason to randomly
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-- select them
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local random_trade
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if item_pool_size == trader_pool_size then
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random_trade = i
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else
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while random_trade == nil do
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local num = math.random(item_pool_size)
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if trades_already_added[num] == nil then
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trades_already_added[num] = true
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random_trade = num
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end
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end
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end
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if math.random(0, 100) > race.items[random_trade][3] then
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self.trades[trade_index] = {
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race.items[random_trade][1],
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race.items[random_trade][2]
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}
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trade_index = trade_index + 1
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end
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end
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end
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function mobs_trader(self, clicker, entity, race)
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if not self.id then
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self.id = (math.random(1000) * math.random(10000))
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.. self.name .. (math.random(1000) ^ 2)
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end
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if not self.game_name then
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self.game_name = tostring(S(race.names[math.random(#race.names)]))
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self.nametag = S("Trader @1", self.game_name)
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self.object:set_properties({
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nametag = self.nametag,
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nametag_color = "#00FF00"
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})
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end
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if self.trades == nil then
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mobs.add_goods(self, entity, race)
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end
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local player = clicker:get_player_name()
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local player_name = (player == "Player" and S("Player")) or player
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minetest.chat_send_player(player,
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S("<[NPC] Trader @1> Hello, @2, have a look at my wares.",
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self.game_name, player_name))
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-- Make formspec trade list
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local formspec_trade_list = ""
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local x, y
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for i = 1, 6 do
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if self.trades[i] and self.trades[i] ~= "" then
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if i < 4 then
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x = 1
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y = i - 0.2
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else
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x = 5
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y = i - 3.2
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end
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local name_prices = self.trades[i][2]:match("%S*")
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local amount_prices = self.trades[i][2]:match("%d")
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local itemdef_prices = minetest.registered_items[name_prices]
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local tooltip_prices =
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(itemdef_prices and itemdef_prices.description or "") .. " " ..
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(amount_prices and amount_prices ~= "1" and amount_prices or "")
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local name_goods = self.trades[i][1]:match("%S*")
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local amount_goods = self.trades[i][1]:match("%d")
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local itemdef_goods = minetest.registered_items[name_goods]
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local tooltip_goods =
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(itemdef_goods and itemdef_goods.description or "") .. " " ..
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(amount_goods and amount_goods ~= "1" and amount_goods or "")
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formspec_trade_list = formspec_trade_list ..
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"item_image[" .. x .. "," .. y .. ";1,1;" .. self.trades[i][2] .. "]" ..
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"image_button[" .. x .. "," .. y .. ";1,1;formspec_cell.png;prices#" .. i .. "#" .. self.id .. ";;;false;formspec_cell.png^default_item_pressed.png]" ..
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"tooltip[prices#" .. i .. "#" .. self.id .. ";" .. tooltip_prices .. "]" ..
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"image[".. x + 1 ..",".. y ..";1,1;default_arrow_bg.png^[transformR270]" ..
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"item_image[" .. x + 2 .. "," .. y .. ";1,1;" .. self.trades[i][1] .. "]" ..
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"image_button[" .. x + 2 .. "," .. y .. ";1,1;formspec_cell.png;goods#" .. i .. "#" .. self.id .. ";;;false;formspec_cell.png^default_item_pressed.png]" ..
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"tooltip[goods#" .. i .. "#" .. self.id .. ";" .. tooltip_goods .. "]"
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end
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end
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minetest.show_formspec(player, "mobs_npc:trade",
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default.gui ..
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"item_image[0,-0.1;1,1;default:emerald]" ..
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"label[0.9,0.1;" .. S("Trader @1's stock", self.game_name) .. "]" ..
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formspec_trade_list)
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end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if formname ~= "mobs_npc:trade" then return end
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if fields then
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local trade = ""
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for k, _ in pairs(fields) do
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trade = tostring(k)
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end
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local id = trade:split("#")[3]
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local self
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if id ~= nil then
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for _, v in pairs(minetest.luaentities) do
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if v.object and v.id and v.id == id then
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self = v
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break
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end
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end
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end
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if self ~= nil then
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local trade_number = tonumber(trade:split("#")[2])
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if trade_number ~= nil and self.trades[trade_number] ~= nil then
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local price = self.trades[trade_number][2]
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local goods = self.trades[trade_number][1]
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local inv = player:get_inventory()
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if inv:contains_item("main", price) then
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inv:remove_item("main", price)
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local leftover = inv:add_item("main", goods)
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if leftover:get_count() > 0 then
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-- Drop items in front of player
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local droppos = player:get_pos()
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local dir = player:get_look_dir()
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droppos.x = droppos.x + dir.x
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droppos.z = droppos.z + dir.z
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minetest.add_item(droppos, leftover)
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end
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end
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end
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end
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end
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end)
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mobs:register_egg("mobs_npc:trader", S("Trader"), "mobs_trader_egg.png")
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