improved configuration. admin shops settings and loading

master
ac-minetest 2020-11-29 11:01:18 +01:00
parent 7ae6aa0368
commit e2a76de50f
1 changed files with 74 additions and 33 deletions

107
init.lua
View File

@ -7,8 +7,9 @@ INSTRUCTIONS:
TODO:
- ability to reverse money - item OK
meaning: shop owner(admin) buys item and gives money. admin shop has infinite money
- ability to reverse money - item in admin shop OK
meaning: shop owner(admin) buys item and gives money to players. admin shop has infinite money
TODO: other players can do this too. problem: need additional storage for items if player not online
rating of shops: more money player gives for item more his rating is worth
--]]
@ -17,18 +18,41 @@ basic_shop = {};
basic_shop.data = {}; -- {"item name", quantity, price, time_left, seller, minimal sell quantity}
basic_shop.guidata = {}; -- [name] = {idx = idx, filter = filter, sort = sort } (start index on cur. page, filter item name, sort_coloumn)
basic_shop.bank = {}; -- bank for offline players, [name] = {balance, deposit_time},
basic_shop.version = "20191001a"
basic_shop.version = "20201129a"
basic_shop.items_on_page = 8
basic_shop.maxprice = 1000000
-------------------------
-- CONFIGURATION SETTINGS
-------------------------
basic_shop.items_on_page = 8 -- gui setting
basic_shop.maxprice = 1000000 -- maximum price players can set for 1 item
basic_shop.max_noob_money = 100 -- after this player no longer allowed to sell his goods to admin shop to prevent inflation
basic_shop.time_left = 60*60*24*7*2; -- 2 week before shop removed/bank account reset
basic_shop.allowances = { -- how much money players need to make more shops and levels
{5, 1}, -- noob: 5$ allows to make 1 shop
{100,5}, -- medium
{3000,25} -- pro
}
-- 2 initial admin shops to get items
basic_shop.admin_shops = { --{"item name", quantity, price, time_left, seller, minimal sell quantity}
[1] = {"default:dirt",1,-1,10^15,"*server*",1}, -- for skyblock
[2] = {"default:tree",1,-0.1,10^15,"*server*",1},
}
---------------------
-- END OF SETTINGS
---------------------
local filepath = minetest.get_worldpath()..'/' .. modname;
minetest.mkdir(filepath) -- create if non existent
save_shops = function()
local file,err = io.open(filepath..'/shops', 'wb');
if err then minetest.log("#basic_shop: error cant save data") return end
@ -37,14 +61,27 @@ end
local player_shops = {}; --[name] = count
load_shops = function()
local file,err = io.open(filepath..'/shops', 'rb')
if err then minetest.log("#basic_shop: error cant load data") return end
local told = minetest.get_gametime() - basic_shop.time_left; -- time of oldest shop before timeout
local data = minetest.deserialize(file:read("*a")) or {};file:close()
local data = {}
local file,err = io.open(filepath..'/shops', 'rb')
if err then
minetest.log("#basic_shop: error cant load data. creating new shops.")
else
data = minetest.deserialize(file:read("*a")) or {};file:close()
end
local out = {}
if not data[1] then -- no shops yet in file
for i = 1,#basic_shop.admin_shops do -- add admin shops first
out[#out+1]= basic_shop.admin_shops[i]
end
end
for i = 1,#data do
if data[i][4]>told then -- shop is recent, not too old
if data[i][4]>told then -- shop is recent, not too old, otherwise (skip) remove it
out[#out+1] = data[i]
player_shops[data[i][5]] = (player_shops[data[i][5]] or 0) + 1 -- how many shops player has
end
@ -87,7 +124,7 @@ local check_toplist = function(name,balance) -- too small to be on toplist -- at
toplist[name] = balance
if n+1>10 then toplist[mink] = nil end --remove minimal
--more than 10, have to throw out smallest one
--more than 10 entries, have to throw out smallest one
minb = 10^9; mink = "" -- find new minimal element
@ -109,7 +146,7 @@ local display_toplist = function(name)
for i = 1,#out do
ret[#ret+1] = i .. ". " .. out[i][1] .. " " .. out[i][2]
end
local form = "size [6,7] textarea[0,0;6.6,8.5;TOP SHOPS;TOP RICHEST;".. table.concat(ret,"\n").."]"
local form = "size [6,7] textarea[0,0.1;6.6,8.5;TOP SHOPS;TOP RICHEST;".. table.concat(ret,"\n").."]"
minetest.show_formspec(name, "basic_shop:toplist", form)
--minetest.chat_send_all(table.concat(ret,"\n"))
@ -122,7 +159,7 @@ save_bank = function()
file:write(minetest.serialize(basic_shop.bank)); file:close()
end
minetest.after(0, function() -- problem: before minetest.get_gametime() is nil
minetest.after(0, function() -- problem: before this minetest.get_gametime() is nil
load_shops()
load_bank()
end)
@ -202,7 +239,7 @@ basic_shop.show_shop_gui = function(name)
"label[0.4,0.7;" .. minetest.colorize("#aaa", "item") .. "]" ..
--"label[3,0.7;" .. minetest.colorize("#aaa", "price") .. "]" ..
"button[3,0.7;1,0.5;price;" .. minetest.colorize("#aaa", "price"..pricesort) .. "]" ..
"button[3,0.7;1.2,0.5;price;" .. minetest.colorize("#aaa", "price"..pricesort) .. "]" ..
"label[5,0.7;" .. minetest.colorize("#aaa", "time left") .. "]" ..
"label[6.5,0.7;" .. minetest.colorize("#aaa", "seller") .. "]" ..
@ -267,12 +304,21 @@ end
local dout = minetest.chat_send_all;
local make_table_copy = function(tab)
local out = {};
for i = 1,#tab do out[i] = tab[i] end
return out
end
local remove_shop = function(idx)
local data = {};
for i = 1,idx-1 do data[i] = make_table_copy(basic_shop.data[i]) end -- expensive, but ok for 'small'<1000 number of shops
for i = idx+1,#basic_shop.data do data[i-1] = make_table_copy(basic_shop.data[i]) end
basic_shop.data = data;
end
minetest.register_on_player_receive_fields(
function(player, formname, fields)
if formname~="basic_shop" then return end
@ -299,13 +345,13 @@ minetest.register_on_player_receive_fields(
if fields.help then
local name = player:get_player_name();
local text = "Make a shop using /sell command while holding item to sell in hands. "..
"Players get money by selling goods into admin made shops, but only up to 100$.\n\n"..
"Players get money by selling goods into admin made shops, but only up to ".. basic_shop.allowances[2][1] .. "$.\n\n"..
"Depending on how much money you have (/shop_money command) you get ability to create " ..
"more shops with variable life span:\n\n"..
" balance 0-4 : new player, can't create shops yet\n"..
" balance 0-99 : new trader, 1 shop\n"..
" balance 100-2999: medium trader, 5 shops\n"..
" balance 3000+ : pro trader, 25 shops\n\n"..
" balance 0-" .. basic_shop.allowances[1][1]-1 .. " : new player, can't create shops yet\n"..
" balance ".. basic_shop.allowances[1][1] .."-".. basic_shop.allowances[2][1]-1 .. " : new trader, " .. basic_shop.allowances[1][2] .. " shop\n"..
" balance " .. basic_shop.allowances[2][1] .. "-" .. basic_shop.allowances[3][1]-1 .. ": medium trader, " .. basic_shop.allowances[2][2] .. " shops\n"..
" balance " .. basic_shop.allowances[3][1] .. "+ : pro trader, " .. basic_shop.allowances[3][2] .. " shops\n\n"..
"All trader shop lifetime is one week ( after that shop closes down), for pro traders unlimited lifetime.\n\n"..
"Admin can set up shop that buys items and gives money by setting negative price when using /sell."
local form = "size [6,7] textarea[0,0;6.5,8.5;help;SHOP HELP;".. text.."]"
@ -385,19 +431,15 @@ minetest.register_on_player_receive_fields(
shop_item[4] = minetest.get_gametime() -- time refresh
if shop_item[6]<=0 then --remove shop
player_shops[seller] = (player_shops[seller] or 1) - 1;
local data = {};
-- expensive, but ok for 'small'<1000 number of shops
for i = 1,sel-1 do data[i] = make_table_copy(basic_shop.data[i]) end
for i = sel+1,#basic_shop.data do data[i-1] = make_table_copy(basic_shop.data[i]) end
basic_shop.data = data;
remove_shop(sel)
end
minetest.chat_send_player(name,"#basic_shop : you bought " .. shop_item[1] .." x " .. shop_item[2] .. ", price " .. price .." $")
else -- price<0 -> admin shop buys item, gives money to player
--TODO: buyers balance doesnt update??
-- if shop owner not admin only allow sell if he online so that he can receive items.
-- TODO: if shop owner not admin only allow sell if he online so that he can receive items.
local balance = get_money(player);
if balance>=100 then
if balance>=basic_shop.max_noob_money then
minetest.chat_send_player(name,"#basic_shop: you can no longer get more money by selling goods to admin shop (to prevent inflation) but you can still get money by selling to other players.")
return
end
@ -405,16 +447,16 @@ minetest.register_on_player_receive_fields(
local inv = player:get_inventory(); -- buyer, his name = name
if inv:contains_item("main",ItemStack(shop_item[1] .. " " .. shop_item[2])) then
inv:remove_item("main",ItemStack(shop_item[1] .. " " .. shop_item[2]));
set_money(player,balance - price)
balance = math.min(basic_shop.max_noob_money, balance-price)
set_money(player,balance)
minetest.chat_send_player(name,"#basic_shop : you sold " .. shop_item[1] .." x " .. shop_item[2] .. " for price " .. -price .." $")
if balance-price>=100 then
if balance>=basic_shop.max_noob_money then
minetest.chat_send_player(name,"#basic_shop : CONGRATULATIONS! you are no longer noob merchant. now you can make more shops - look in help in /shop screen.")
end
end
end
basic_shop.show_shop_gui(name)
end
end
@ -554,11 +596,10 @@ minetest.register_chatcommand("sell", {
--{"item name", quantity, price, time_left, seller}
data[#data+1 ] = { itemname, count, price, minetest.get_gametime(), name, total_count};
if balance>= 3000 then data[#data][4] = 10^15; end -- if player is 'pro' then remove time limit, shop will never be too old
if balance>= basic_shop.allowances[3][1] then data[#data][4] = 10^15; end -- if player is 'pro' then remove time limit, shop will never be too old
minetest.chat_send_player(name,"#basic_shop : " .. itemname .. " x " .. count .."/"..total_count .." put on sale for the price " .. price .. ". To remove item simply go /shop and buy it (for free).")
end
})