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Trading: Allow to sell compass
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@ -6,6 +6,7 @@
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-- TODO: Per-player trading inventories
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-- TODO: Particles
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-- TODO: 4s Regeneration I after trade unlock
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-- FIXME: Possible to lock all trades
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-- intllib
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local MP = minetest.get_modpath(minetest.get_current_modname())
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@ -21,6 +22,20 @@ local player_trading_with = {}
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--###################
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-- LIST OF VILLAGER PROFESSIONS AND TRADES
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-- TECHNICAL RESTRICTIONS (FIXME):
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-- * You can't use a clock as requested item
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-- * You can't use a compass as requested item if its stack size > 1
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-- * You can't use a compass in the second requested slot
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-- This is a problem in the mcl_compass and mcl_clock mods,
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-- these items should be implemented as single items, then everything
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-- will be much easier.
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local COMPASS = "mcl_compass:compass"
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if minetest.registered_aliases[COMPASS] then
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COMPASS = minetest.registered_aliases[COMPASS]
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end
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local E1 = { "mcl_core:emerald", 1, 1 } -- one emerald
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local professions = {
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farmer = {
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@ -143,11 +158,10 @@ local professions = {
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{ { "mcl_core:paper", 24, 36 }, E1 },
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},
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-- {
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-- TODO: compass
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-- the difficulty lies in supporting the compass group, not the concrete item
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-- { { "mcl_compass:compass", 1, 1 }, E1 },
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-- },
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{
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-- subject to special checks
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{ { "mcl_compass:compass", 1, 1 }, E1 },
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},
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{
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-- TODO: replace with empty map
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@ -446,9 +460,47 @@ local update_offer = function(inv, player, sound)
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if not trade then
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return false
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end
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if inv:contains_item("input", inv:get_stack("wanted", 1)) and
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(inv:get_stack("wanted", 2):is_empty() or inv:contains_item("input", inv:get_stack("wanted", 2))) and
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(trade.locked == false) then
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local wanted1, wanted2 = inv:get_stack("wanted", 1), inv:get_stack("wanted", 2)
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local input1, input2 = inv:get_stack("input", 1), inv:get_stack("input", 2)
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-- BEGIN OF SPECIAL HANDLING OF COMPASS
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-- These 2 functions are a complicated check to check if the input contains a
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-- special item which we cannot check directly against their name, like
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-- compass.
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-- TODO: Remove these check functions when compass and clock are implemented
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-- as single items.
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local check_special = function(special_item, group, wanted1, wanted2, input1, input2)
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if minetest.registered_aliases[special_item] then
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special_item = minetest.registered_aliases[special_item]
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end
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if wanted1:get_name() == special_item then
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local check_input = function(input, wanted, group)
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return minetest.get_item_group(input:get_name(), group) ~= 0 and input:get_count() >= wanted:get_count()
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end
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if check_input(input1, wanted1, group) then
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return true
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elseif check_input(input2, wanted1, group) then
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return true
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else
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return false
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end
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end
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return false
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end
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-- Apply above function to all items which we consider special.
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-- This function succeeds if ANY item check succeeds.
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local check_specials = function(wanted1, wanted2, input1, input2)
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return check_special(COMPASS, "compass", wanted1, wanted2, input1, input2)
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end
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-- END OF SPECIAL HANDLING OF COMPASS
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if (
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((inv:contains_item("input", wanted1) and
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(wanted2:is_empty() or inv:contains_item("input", wanted2))) or
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-- BEGIN OF SPECIAL HANDLING OF COMPASS
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check_specials(wanted1, wanted2, input1, input2)) and
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-- END OF SPECIAL HANDLING OF COMPASS
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(trade.locked == false)) then
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inv:set_stack("output", 1, inv:get_stack("offered", 1))
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if sound then
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minetest.sound_play("mobs_mc_villager_accept", {to_player = name})
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@ -558,10 +610,30 @@ mobs:register_mob("mobs_mc:villager", {
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-- enough items in input after the trade
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local wanted1 = inv:get_stack("wanted", 1)
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local wanted2 = inv:get_stack("wanted", 2)
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local input1 = inv:get_stack("input", 1)
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local input2 = inv:get_stack("input", 2)
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wanted1:set_count(wanted1:get_count()*2)
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wanted2:set_count(wanted2:get_count()*2)
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if inv:contains_item("input", wanted1) and
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(wanted2:is_empty() or inv:contains_item("input", wanted2)) then
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-- BEGIN OF SPECIAL HANDLING FOR COMPASS
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local special_checks = function(wanted1, input1, input2)
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if wanted1:get_name() == COMPASS then
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local compasses = 0
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if (minetest.get_item_group(input1:get_name(), "compass") ~= 0) then
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compasses = compasses + input1:get_count()
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end
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if (minetest.get_item_group(input2:get_name(), "compass") ~= 0) then
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compasses = compasses + input2:get_count()
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end
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return compasses >= wanted1:get_count()
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end
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return false
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end
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-- END OF SPECIAL HANDLING FOR COMPASS
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if (inv:contains_item("input", wanted1) and
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(wanted2:is_empty() or inv:contains_item("input", wanted2)))
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-- BEGIN OF SPECIAL HANDLING FOR COMPASS
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or special_checks(wanted1, input1, input2) then
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-- END OF SPECIAL HANDLING FOR COMPASS
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return -1
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else
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-- If less than double the wanted items,
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@ -612,11 +684,24 @@ mobs:register_mob("mobs_mc:villager", {
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local accept
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local name = player:get_player_name()
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if listname == "output" then
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inv:remove_item("input", inv:get_stack("wanted", 1))
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local wanted1 = inv:get_stack("wanted", 1)
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inv:remove_item("input", wanted1)
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local wanted2 = inv:get_stack("wanted", 2)
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if not wanted2:is_empty() then
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inv:remove_item("input", inv:get_stack("wanted", 2))
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end
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-- BEGIN OF SPECIAL HANDLING FOR COMPASS
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if wanted1:get_name() == COMPASS then
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for n=1, 2 do
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local input = inv:get_stack("input", n)
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if minetest.get_item_group(input:get_name(), "compass") ~= 0 then
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input:set_count(input:get_count() - wanted1:get_count())
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inv:set_stack("input", n, input)
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break
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end
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end
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end
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-- END OF SPECIAL HANDLING FOR COMPASS
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local trader = player_trading_with[name]
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local tradenum = player_tradenum[name]
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local trades
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@ -649,7 +734,7 @@ mobs:register_mob("mobs_mc:villager", {
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if trade.trade_counter >= 12 then
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trade.locked = true
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elseif trade.trade_counter >= 2 then
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local r = math.random(1, math.random(1, 9))
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local r = math.random(1, math.random(4, 10))
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if r == 1 then
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trade.locked = true
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end
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