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trading.lua
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trading.lua
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-- Costs and Stock of all goods: index 1 is cost, index 2 is stock
local GOODS_DATA = {
["default:apple"] = {"villagers:coins", 2, math.random(70,90)},
["flowers:mushroom_red"] = {"villagers:coins", 5, math.random(50,70)},
["flowers:mushroom_brown"] = {"villagers:coins", 5, math.random(50,70)},
["flowers:rose"] = {"villagers:coins", 5, math.random(30,50)},
["flowers:tulip"] = {"villagers:coins", 5, math.random(30,50)},
["flowers:dandelion_yellow"] = {"villagers:coins", 5, math.random(30,50)},
["flowers:geranium"] = {"villagers:coins", 5, math.random(30,50)},
["flowers:viola"] = {"villagers:coins", 5, math.random(30,50)},
["flowers:dandelion_white"] = {"villagers:coins", 5, math.random(30,50)},
["default:papyrus"] = {"villagers:coins", 2, math.random(30,50)},
["default:paper"] = {"villagers:coins", 6, math.random(30,50)},
["default:book"] = {"villagers:coins", 20, math.random(20,40)},
["farming:seed_cotton"] = {"villagers:coins", 2, math.random(80,99)},
["farming:cotton"] = {"villagers:coins", 3, math.random(80,99)},
["farming:string"] = {"villagers:coins", 3, math.random(90,99)},
["farming:seed_wheat"] = {"villagers:coins", 2, math.random(80,99)},
["farming:wheat"] = {"villagers:coins", 2, math.random(60,80)},
["farming:straw"] = {"villagers:coins", 7, math.random(60,80)},
["farming:flour"] = {"villagers:coins", 9, math.random(60,80)},
["farming:bread"] = {"villagers:coins", 17, math.random(30,40)},
["default:ice"] = {"villagers:coins", 5, math.random(70,90)},
["group:wool"] = {"villagers:coins", 999, math.random(60,80)},
["default:dirt"] = {"villagers:coins", 1, math.random(70,90)},
["default:gravel"] = {"villagers:coins", 2, math.random(70,90)},
["default:sand"] = {"villagers:coins", 2, math.random(70,90)},
["default:desert_sand"] = {"villagers:coins", 2, math.random(70,90)},
["default:silver_sand"] = {"villagers:coins", 2, math.random(70,90)},
["default:glass"] = {"villagers:coins", 4, math.random(40,60)},
["vessels:glass_bottle"] = {"villagers:coins", 1, math.random(30,40)},
["vessels:drinking_glass"] = {"villagers:coins", 8, math.random(20,30)},
["cottages:glass_pane"] = {"villagers:coins", 2, math.random(30,50)},
["xpanes:pane_flat"] = {"villagers:coins", 14, math.random(30,50)},
["cottages:glass_pane_side"] = {"villagers:coins", 14, math.random(30,50)},
["default:clay_lump"] = {"villagers:coins", 5, math.random(60,80)},
["default:clay"] = {"villagers:coins", 22, math.random(40,60)},
["default:clay_brick"] = {"villagers:coins", 23, math.random(40,60)},
["default:cobble"] = {"villagers:coins", 3, math.random(60,80)},
["default:stone"] = {"villagers:coins", 6, math.random(60,80)},
["default:desert_stone"] = {"villagers:coins", 7, math.random(60,80)},
["default:sandstone"] = {"villagers:coins", 8, math.random(60,80)},
["default:desert_sandstone"] = {"villagers:coins", 7, math.random(60,80)},
["default:silver_sandstone"] = {"villagers:coins", 7, math.random(60,80)},
["default:stonebrick"] = {"villagers:coins", 25, math.random(60,80)},
["default:sandstonebrick"] = {"villagers:coins", 30, math.random(60,80)},
["default:desert_stonebrick"] = {"villagers:coins", 30, math.random(60,80)},
["default:desert_sandstone_brick"] = {"villagers:coins", 30, math.random(60,80)},
["default:silver_sandstone_brick"] = {"villagers:coins", 30, math.random(60,80)},
["default:brick"] = {"villagers:coins", 100, math.random(60,80)},
["default:stick"] = {"villagers:coins", 1, math.random(80,99)},
["default:wood"] = {"villagers:coins", 5, math.random(60,70)},
["default:tree"] = {"villagers:coins", 23, math.random(50,60)},
["default:ladder_wood"] = {"villagers:coins", 3, math.random(40,50)},
["cottages:table"] = {"villagers:coins", 5, math.random(20,30)},
["cottages:bench"] = {"villagers:coins", 8, math.random(20,30)},
["default:fence_wood"] = {"villagers:coins", 24, math.random(40,60)},
["doors:gate_wood_closed"] = {"villagers:coins", 16, math.random(30,50)},
["doors:door_wood_a"] = {"villagers:coins", 33, math.random(30,50)},
["default:sign_wall_wood"] = {"villagers:coins", 11, math.random(40,60)},
["doors:trapdoor"] = {"villagers:coins", 16, math.random(40,60)},
["default:chest"] = {"villagers:coins", 44, math.random(30,50)},
["boats:boat"] = {"villagers:coins", 28, math.random(20,30)},
["beds:bed"] = {"villagers:coins", 34, math.random(20,30)},
["beds:fancy_bed"] = {"villagers:coins", 40, math.random(10,20)},
["default:bookshelf"] = {"villagers:coins", 10, math.random(30,40)},
["cottages:shelf"] = {"villagers:coins", 18, math.random(30,40)},
["vessels:shelf"] = {"villagers:coins", 50, math.random(30,40)},
["cottages:tub"] = {"villagers:coins", 20, math.random(50,70)},
["cottages:barrel"] = {"villagers:coins", 40, math.random(60,80)},
["cottages:barrel_lying"] = {"villagers:coins", 40, math.random(60,80)},
["cottages:wood_flat"] = {"villagers:coins", 1, math.random(70,90)},
["cottages:hatch_wood"] = {"villagers:coins", 5, math.random(40,60)},
["cottages:wagon_wheel"] = {"villagers:coins", 5, math.random(40,60)},
["cottages:gate_closed"] = {"villagers:coins", 12, math.random(30,50)},
-- STAIRS --
["stairs:stair_wood"] = {"villagers:coins", 7, math.random(30,50)},
["stairs:stair_pine_wood"] = {"villagers:coins", 9, math.random(30,50)},
["stairs:stair_junglewood"] = {"villagers:coins", 10, math.random(30,50)},
["stairs:stair_acacia_wood"] = {"villagers:coins", 10, math.random(30,50)},
["stairs:slab_wood"] = {"villagers:coins", 3, math.random(60,80)},
["stairs:slab_straw"] = {"villagers:coins", 4, math.random(40,60)},
["stairs:stair_straw"] = {"villagers:coins", 7, math.random(30,50)},
["stairs:slab_ice"] = {"villagers:coins", 3, math.random(70,90)},
["stairs:stair_ice"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_sandstone"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_sandstone_block"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_sandstonebrick"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_desert_sandstone"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_desert_sandstone_block"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_desert_sandstone_brick"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_desert_stone_block"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_silver_sandstone_block"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_desert_stonebrick"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_silver_sandstone_brick"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_snowblock"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_cobble"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_stone"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_brick"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_stonebrick"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_bronzeblock"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_copperblock"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_steelblock"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_desert_cobble"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_desert_stone"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_silver_sandstone"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_loam"] = {"villagers:coins", 5, math.random(40,60)},
["stairs:stair_mossycobble"] = {"villagers:coins", 5, math.random(40,60)},
["default:coal_lump"] = {"villagers:coins", 20, math.random(60,80)},
["default:coalblock"] = {"villagers:coins_gold", 19, math.random(30,50)},
["default:torch"] = {"villagers:coins", 10, math.random(30,50)},
["tnt:gunpowder"] = {"villagers:coins_gold", 25, math.random(30,50)},
["tnt:tnt"] = {"villagers:coins_gold", 15, math.random(20,40)},
["default:iron_lump"] = {"villagers:coins", 80, math.random(70,90)},
["default:copper_lump"] = {"villagers:coins_gold", 16, math.random(60,80)},
["default:tin_lump"] = {"villagers:coins_gold", 16, math.random(60,80)},
["default:gold_lump"] = {"villagers:coins_gold", 28, math.random(30,40)},
["default:mese_crystal_fragment"] = {"villagers:coins_gold", 7, math.random(70,90)},
["default:steel_ingot"] = {"villagers:coins_gold", 10, math.random(60,80)},
["default:copper_ingot"] = {"villagers:coins_gold", 18, math.random(60,80)},
["default:tin_ingot"] = {"villagers:coins_gold", 18, math.random(60,80)},
["default:bronze_ingot"] = {"villagers:coins_gold", 20, math.random(60,80)},
["default:gold_ingot"] = {"villagers:coins_gold", 30, math.random(30,50)},
["default:mese_crystal"] = {"villagers:coins_gold", 55, math.random(20,40)},
["default:diamond"] = {"villagers:coins_gold", 99, math.random(20,40)},
["default:goldblock"] = {"villagers:coins_gold", 280, math.random(20,30)},
["stairs:stair_goldblock"] = {"villagers:coins_gold", 100, math.random(20,30)},
["stairs:slab_goldblock"] = {"villagers:coins_gold", 140, math.random(20,30)},
["screwdriver:screwdriver"] = {"villagers:coins_gold", 11, math.random(30,50)},
["default:chest_locked"] = {"villagers:coins_gold", 15, math.random(30,50)},
["default:skeleton_key"] = {"villagers:coins_gold", 19, math.random(30,50)},
--["bucket:bucket_empty"] = {"villagers:coins_gold", 28, math.random(40,60)},
["default:door_steel"] = {"villagers:coins_gold", 62, math.random(20,40)},
["vessels:steel_bottle"] = {"villagers:coins_gold", 55, math.random(20,40)},
["default:shovel_wood"] = {"villagers:coins", 8, math.random(30,50)},
["default:shovel_stone"] = {"villagers:coins", 9, math.random(30,50)},
["default:shovel_steel"] = {"villagers:coins_gold", 11, math.random(30,50)},
["default:shovel_bronze"] = {"villagers:coins_gold", 19, math.random(30,50)},
["default:pick_wood"] = {"villagers:coins", 16, math.random(30,50)},
["default:pick_stone"] = {"villagers:coins", 21, math.random(30,50)},
["default:pick_steel"] = {"villagers:coins_gold", 31, math.random(30,50)},
["default:pick_bronze"] = {"villagers:coins_gold", 56, math.random(30,50)},
["default:sword_wood"] = {"villagers:coins", 12, math.random(20,40)},
["default:sword_stone"] = {"villagers:coins", 14, math.random(20,40)},
["default:sword_steel"] = {"villagers:coins_gold", 21, math.random(20,40)},
["default:sword_bronze"] = {"villagers:coins_gold", 37, math.random(20,40)},
["default:axe_wood"] = {"villagers:coins", 18, math.random(20,40)},
["default:axe_stone"] = {"villagers:coins", 21, math.random(20,40)},
["default:axe_steel"] = {"villagers:coins_gold", 31, math.random(20,40)},
["default:axe_bronze"] = {"villagers:coins_gold", 57, math.random(20,40)},
["farming:hoe_wood"] = {"villagers:coins", 13, math.random(30,50)},
["farming:hoe_stone"] = {"villagers:coins", 15, math.random(30,50)},
["farming:hoe_steel"] = {"villagers:coins_gold", 21, math.random(30,50)},
["farming:hoe_bronze"] = {"villagers:coins_gold", 37, math.random(30,50)},
["dye:white"] = {"villagers:coins", 3, math.random(30,50)},
["dye:grey"] = {"villagers:coins", 8, math.random(30,50)},
["dye:dark_grey"] = {"villagers:coins", 8, math.random(30,50)},
["dye:black"] = {"villagers:coins", 6, math.random(30,50)},
["dye:violet"] = {"villagers:coins", 8, math.random(30,50)},
["dye:blue"] = {"villagers:coins", 8, math.random(30,50)},
["dye:cyan"] = {"villagers:coins", 8, math.random(30,50)},
["dye:dark_green"] = {"villagers:coins", 8, math.random(30,50)},
["dye:green"] = {"villagers:coins", 8, math.random(30,50)},
["dye:yellow"] = {"villagers:coins", 3, math.random(30,50)},
["dye:brown"] = {"villagers:coins", 8, math.random(30,50)},
["dye:orange"] = {"villagers:coins", 8, math.random(30,50)},
["dye:red"] = {"villagers:coins", 8, math.random(30,50)},
["dye:magenta"] = {"villagers:coins", 8, math.random(30,50)},
["dye:pink"] = {"villagers:coins", 8, math.random(30,50)},
["villagers:coins_gold"] = {"villagers:coins", 10, math.random(70,90)},
["villagers:coins"] = {"villagers:coins_gold", 1, math.random(70,90)},
}
--io.write("\n## Creating DEFAULT_ITEM_NAMES table..\n")
local goodsDataCount = 1
local DEFAULT_ITEM_NAMES = {}
for key,_ in pairs(GOODS_DATA) do
local modname = string.split(key, ":")[1]
--io.write("\n #"..goodsDataCount.." key="..key.." modname="..modname.." ")
if (modname == "cottages") or (modname == "farming") then
-- do nothing
--io.write("Skipped. ")
else
table.insert(DEFAULT_ITEM_NAMES, key)
--io.write("Added. ")
end
goodsDataCount = goodsDataCount + 1
end
--io.write("\n Complete. Resulting table data: ")
for i=1, #DEFAULT_ITEM_NAMES do
--io.write("\n #"..i.." "..DEFAULT_ITEM_NAMES[i])
end
--io.write("\n")
local function getGoodsData(item_name, quantity, buyback)
local log = false
if log then
io.write("\ngetGoodsData() ")
if buyback then io.write("playerSell ")
else io.write("villagerSell ") end
io.write("item_name="..item_name.." ")
end
-- if the item that villager is selling to player (or player is selling to villager)
-- is from an optional mod but that is not installed, then use a random item from
-- minetest_game instead
local modname = string.split(item_name, ":")[1]
if log then io.write("modname="..modname.." ") end
if (villagers.mods.cottages == nil and modname == "cottages") or
(villagers.mods.farming == nil and modname == "farming") then
item_name = DEFAULT_ITEM_NAMES[math.random(#DEFAULT_ITEM_NAMES)]
if log then io.write("optionalModMissing gotRandomItem="..modname.." ") end
end
if minetest.registered_items[item_name] == nil then
return {"invalid_item", item_name}
end
if minetest.registered_items[item_name].description == nil then
return {"no_description", item_name}
end
if GOODS_DATA[item_name] == nil then
return {"naming_error", item_name}
end
-- item for player to sell villager for coins
local goods
if buyback then
local purchase_item = GOODS_DATA[item_name][1]
local itemDescription = minetest.registered_items[purchase_item].description
local quant_received = villagers.round(GOODS_DATA[item_name][2] / 3)
if quant_received == 0 then quantity = 1 end
goods = {
purchase_item, -- registered item name that villager is purchasing (eg. coins)
itemDescription, -- description of the above item
quant_received, -- quantity of the above item to receive for each purchase (typically > 1)
item_name, -- cost item that player must give
minetest.registered_items[item_name].description, -- description of the cost item
quantity, -- quantity of the cost item player must give
GOODS_DATA[purchase_item][3] -- stock quantity of the item to be purchased
}
-- item for villager to sell player
else
--print("\n\n##item_name="..item_name)
local cost_item_name = GOODS_DATA[item_name][1]
goods = {
item_name, -- registered item name that villager is purchasing
minetest.registered_items[item_name].description, -- description of the above item
quantity, -- quantity of the above item to receive for each purchase (typically 1)
GOODS_DATA[item_name][1], -- cost item that player must give (eg. coins)
minetest.registered_items[cost_item_name].description, -- description of the cost item
GOODS_DATA[item_name][2], -- quantity of the cost item player must give (typically > 1)
GOODS_DATA[item_name][3] -- stock quantity of the itme to be purchased
}
end
if log then io.write("returnVal: "..minetest.serialize(goods).." ") end
--io.write("\ngetGoodsDataEND ")
return goods
end
-- temporary default goods for villagers until appropriate items are assigned
local DEFAULT_GOODS = { {prob=1, split=0, min=1, max=1}, getGoodsData("default:dirt", 1) }
--io.write("\n## Creating villagers.GOODS table..\n")
villagers.GOODS = {
baker = {
{prob=1, split=2, min=2, max=4},
getGoodsData("farming:bread", 1),
getGoodsData("farming:flour", 1),
getGoodsData("default:apple", 1),
getGoodsData("flowers:mushroom_red", 1),
getGoodsData("flowers:mushroom_brown", 1),
},
barkeeper = {
{prob=1, split=1, min=1, max=3},
getGoodsData("vessels:drinking_glass", 1),
getGoodsData("default:apple", 1),
getGoodsData("farming:bread", 1),
},
blacksmith = {
{prob=1, split=1, min=3, max=4},
getGoodsData("default:sword_steel", 1),
getGoodsData("default:axe_steel", 1),
getGoodsData("default:pick_steel", 1),
getGoodsData("default:shovel_steel", 1),
getGoodsData("farming:hoe_steel", 1),
},
bricklayer = {
{prob=1, split=2, min=2, max=3},
getGoodsData("default:stonebrick", 1),
getGoodsData("default:sandstonebrick", 1),
getGoodsData("default:clay_brick", 1),
getGoodsData("default:desert_stonebrick", 1),
getGoodsData("default:desert_sandstone_brick", 1),
getGoodsData("default:silver_sandstone_brick", 1),
},
carpenter = {
{prob=1, split=3, min=4, max=5},
getGoodsData("default:ladder_wood", 1),
getGoodsData("default:fence_wood", 1),
getGoodsData("doors:gate_wood_closed", 1),
getGoodsData("cottages:gate_closed", 1),
getGoodsData("default:sign_wall_wood", 1),
getGoodsData("doors:trapdoor", 1),
getGoodsData("boats:boat", 1),
getGoodsData("default:chest", 1),
},
charachoal_burner = {
{prob=1, split=1, min=2, max=3},
getGoodsData("default:coal_lump", 1),
getGoodsData("default:sand", 1),
getGoodsData("default:dirt", 1),
getGoodsData("default:gravel", 1),
},
cooper = {
{prob=1, split=1, min=1, max=2},
getGoodsData("cottages:barrel", 1),
getGoodsData("cottages:tub", 1),
getGoodsData("cottages:barrel_lying", 1),
},
coppersmith = {
{prob=1, split=1, min=3, max=4},
getGoodsData("default:sword_bronze", 1),
getGoodsData("default:axe_bronze", 1),
getGoodsData("default:pick_bronze", 1),
getGoodsData("default:shovel_bronze", 1),
getGoodsData("farming:hoe_bronze", 1),
},
doormaker = {
{prob=1, split=1, min=1, max=3},
getGoodsData("doors:door_wood_a", 1),
getGoodsData("doors:trapdoor", 1),
getGoodsData("doors:gate_wood_closed", 1),
},
dyemaker = {
{prob=1, split=0, min=3, max=5},
getGoodsData("dye:brown", 1),
getGoodsData("dye:dark_green", 1),
getGoodsData("dye:black", 1),
getGoodsData("dye:grey", 1),
getGoodsData("dye:dark_grey", 1),
getGoodsData("dye:white", 1),
getGoodsData("dye:violet", 1),
getGoodsData("dye:blue", 1),
getGoodsData("dye:cyan", 1),
getGoodsData("dye:green", 1),
getGoodsData("dye:yellow", 1),
getGoodsData("dye:orange", 1),
getGoodsData("dye:red", 1),
getGoodsData("dye:magenta", 1),
getGoodsData("dye:pink", 1),
},
farmer = {
{prob=1, split=3, min=3, max=5},
getGoodsData("default:apple", 1),
getGoodsData("farming:bread", 1),
getGoodsData("farming:wheat", 1),
getGoodsData("farming:cotton", 1),
getGoodsData("flowers:mushroom_red", 1),
getGoodsData("flowers:mushroom_brown", 1),
getGoodsData("farming:straw", 1),
getGoodsData("farming:string", 1),
},
flower_seller = {
{prob=1, split=0, min=3, max=5},
getGoodsData("flowers:rose", 1),
getGoodsData("flowers:tulip", 1),
getGoodsData("flowers:dandelion_yellow", 1),
getGoodsData("flowers:geranium", 1),
getGoodsData("flowers:viola", 1),
getGoodsData("flowers:dandelion_white", 1),
},
fruit_trader = {
{prob=1, split=0, min=1, max=1},
getGoodsData("default:apple", 1),
},
furnituremaker = {
{prob=1, split=3, min=3, max=5},
getGoodsData("cottages:table", 1),
getGoodsData("cottages:bench", 1),
getGoodsData("beds:bed", 1),
-- split --
getGoodsData("cottages:shelf", 1),
getGoodsData("default:bookshelf", 1),
getGoodsData("default:chest", 1),
getGoodsData("beds:fancy_bed", 1),
getGoodsData("vessels:shelf", 1),
},
glassmaker = {
{prob=1, split=0, min=3, max=5},
getGoodsData("default:glass", 1),
getGoodsData("vessels:glass_bottle", 1),
getGoodsData("vessels:drinking_glass", 1),
getGoodsData("xpanes:pane_flat", 1),
getGoodsData("cottages:glass_pane", 1),
getGoodsData("cottages:glass_pane_side", 1),
},
goldsmith = {
{prob=1, split=1, min=1, max=3},
getGoodsData("default:goldblock", 1),
getGoodsData("stairs:stair_goldblock", 1),
getGoodsData("stairs:slab_goldblock", 1),
},
horsekeeper = {
{prob=1, split=0, min=1, max=2},
getGoodsData("farming:straw", 1),
getGoodsData("farming:string", 1),
},
iceman = {
{prob=1, split=0, min=1, max=2},
getGoodsData("stairs:slab_ice", 1),
getGoodsData("stairs:stair_ice", 1),
},
innkeeper = {
{prob=1, split=1, min=2, max=3},
getGoodsData("beds:bed", 1),
getGoodsData("default:chest", 1),
getGoodsData("default:paper", 1),
getGoodsData("default:torch", 1),
getGoodsData("default:book", 1),
},
librarian = {
{prob=1, split=1, min=1, max=2},
getGoodsData("default:book", 1),
getGoodsData("default:paper", 1),
},
lumberjack = {
{prob=3, split=0, min=1, max=2},
getGoodsData("default:wood", 1),
getGoodsData("default:tree", 1),
},
miller = {
{prob=1, split=1, min=1, max=2},
getGoodsData("farming:flour", 1),
getGoodsData("farming:straw", 1),
},
priest = DEFAULT_GOODS,
roofer = DEFAULT_GOODS,
sawmill_owner = {
{prob=1, split=2, min=3, max=4},
getGoodsData("default:wood", 1),
getGoodsData("default:tree", 1),
getGoodsData("default:stick", 1),
getGoodsData("stairs:slab_wood", 1),
},
seed_seller = {
{prob=1, split=0, min=1, max=2},
getGoodsData("farming:seed_cotton", 1),
getGoodsData("farming:seed_wheat", 1),
},
shopkeeper = DEFAULT_GOODS,
smith = {
{prob=1, split=1, min=3, max=4},
getGoodsData("default:sword_steel", 1),
getGoodsData("default:axe_steel", 1),
getGoodsData("default:pick_steel", 1),
getGoodsData("default:shovel_steel", 1),
getGoodsData("farming:hoe_steel", 1),
},
stairmaker = {
hot = {
{prob=1, split=0, min=3, max=5},
getGoodsData("stairs:stair_desert_sandstone_block", 1),
getGoodsData("stairs:stair_desert_stone_block", 1),
getGoodsData("stairs:stair_sandstone_block", 1),
getGoodsData("stairs:stair_silver_sandstone_block", 1),
getGoodsData("stairs:stair_desert_sandstone_brick", 1),
getGoodsData("stairs:stair_desert_stonebrick", 1),
getGoodsData("stairs:stair_sandstonebrick", 1),
getGoodsData("stairs:stair_silver_sandstone_brick", 1),
},
cold = {
{prob=1, split=2, min=2, max=4},
getGoodsData("stairs:stair_ice", 1),
getGoodsData("stairs:stair_snowblock", 1),
getGoodsData("stairs:stair_cobble", 1),
getGoodsData("stairs:stair_stone", 1),
getGoodsData("stairs:stair_wood", 1),
},
normal = {
{prob=1, split=3, min=3, max=5},
getGoodsData("stairs:stair_wood", 1),
getGoodsData("stairs:stair_cobble", 1),
getGoodsData("stairs:stair_stone", 1),
getGoodsData("stairs:stair_straw", 1),
getGoodsData("stairs:stair_brick", 1),
getGoodsData("stairs:stair_stonebrick", 1),
getGoodsData("stairs:stair_bronzeblock", 1),
getGoodsData("stairs:stair_copperblock", 1),
getGoodsData("stairs:stair_steelblock", 1),
},
desert = {
{prob=1, split=0, min=3, max=4},
getGoodsData("stairs:stair_desert_cobble", 1),
getGoodsData("stairs:stair_desert_sandstone", 1),
getGoodsData("stairs:stair_desert_stone", 1),
getGoodsData("stairs:stair_sandstone", 1),
getGoodsData("stairs:stair_silver_sandstone", 1),
getGoodsData("stairs:stair_loam", 1),
},
native = {
{prob=1, split=2, min=2, max=4},
getGoodsData("stairs:stair_junglewood", 1),
getGoodsData("stairs:stair_mossycobble", 1),
getGoodsData("stairs:stair_cobble", 1),
getGoodsData("stairs:stair_wood", 1),
}
},
stonemason = DEFAULT_GOODS,
tinsmith = {
{prob=1, split=0, min=1, max=1},
getGoodsData("default:tin_ingot", 1),
},
toolmaker = {
{prob=1, split=1, min=2, max=2},
getGoodsData("screwdriver:screwdriver", 1),
getGoodsData("default:shovel_steel", 1),
getGoodsData("farming:hoe_steel", 1),
getGoodsData("default:skeleton_key", 1),
},
trader = {
{prob=3, split=1, min=2, max=2},
getGoodsData("default:clay", 1),
getGoodsData("default:clay_brick", 1),
getGoodsData("stairs:slab_clay", 1),
getGoodsData("stairs:stair_clay", 1),
},
wheelwright = {
{prob=1, split=1, min=1, max=2},
getGoodsData("cottages:wagon_wheel", 1),
getGoodsData("default:stick", 1),
},
wood_trader = {
{prob=1, split=1, min=3, max=4},
getGoodsData("default:stick", 1),
getGoodsData("default:wood", 1),
getGoodsData("stairs:slab_wood", 1),
getGoodsData("cottages:wood_flat", 1),
getGoodsData("cottages:hatch_wood", 1),
},
-- offers players to exchange coins for gold coins and vice versa
major = {
{prob=1, split=0, min=2, max=2},
{"villagers:coins_gold", "Gold Coin", 1, "villagers:coins", "Silver Coin", 11, math.random(800,999)},
{"villagers:coins", "Silver Coin", 9, "villagers:coins_gold", "Gold Coin", 1, math.random(800,999)},
},
-- villagers who give coins to players for items
guard = {
{prob=2, split=0, min=1, max=1},
getGoodsData("default:sword_steel", 1, true),
getGoodsData("default:sword_stone", 1, true),
},
guest = {
{prob=4, split=0, min=1, max=1},
getGoodsData("flowers:mushroom_red", 1, true),
getGoodsData("flowers:mushroom_brown", 1, true),
getGoodsData("flowers:rose", 1, true),
getGoodsData("flowers:tulip", 1, true),
getGoodsData("flowers:dandelion_yellow", 1, true),
getGoodsData("flowers:geraniu", 1, true),
getGoodsData("flowers:viola", 1, true),
getGoodsData("flowers:dandelion_white", 1, true),
getGoodsData("dye:dark_grey", 1, true),
getGoodsData("dye:violet", 1, true),
getGoodsData("dye:blue", 1, true),
getGoodsData("dye:cyan", 1, true),
getGoodsData("dye:yellow", 1, true),
getGoodsData("dye:orange", 1, true),
getGoodsData("dye:red", 1, true),
getGoodsData("dye:magenta", 1, true),
getGoodsData("dye:pink", 1, true),
getGoodsData("default:papyrus", 1, true),
getGoodsData("default:ice", 1, true),
getGoodsData("vessels:glass_bottle", 1, true),
getGoodsData("default:torch", 1, true),
getGoodsData("vessels:steel_bottle", 1, true),
getGoodsData("default:sword_wood", 1, true),
getGoodsData("default:sword_stone", 1, true),
getGoodsData("default:axe_wood", 1, true),
getGoodsData("default:axe_stone", 1, true),
},
landlord = {
{prob=2, split=0, min=1, max=2},
getGoodsData("default:paper", 1, true),
getGoodsData("default:book", 1, true),
},
housemaid = {
{prob=4, split=0, min=1, max=2},
getGoodsData("default:torch", 1, true),
getGoodsData("vessels:drinking_glass", 1, true),
getGoodsData("default:ice", 1, true),
},
ore_seller = {
{prob=1, split=0, min=1, max=3},
getGoodsData("default:coal_lump", 1, true),
getGoodsData("default:iron_lump", 1, true),
getGoodsData("default:copper_lump", 1, true),
getGoodsData("default:tin_lump", 1, true),
getGoodsData("default:gold_lump", 1, true),
getGoodsData("default:mese_crystal_fragment", 1, true),
},
potterer = {
{prob=1, split=0, min=1, max=2},
getGoodsData("default:clay_lump", 1, true),
getGoodsData("default:clay", 1, true),
},
saddler = {
{prob=1, split=0, min=1, max=2},
getGoodsData("farming:cotton", 1, true),
getGoodsData("farming:string", 1, true),
},
servant = {
{prob=4, split=0, min=1, max=1},
getGoodsData("vessels:drinking_glass", 1, true),
getGoodsData("vessels:glass_bottle", 1, true),
getGoodsData("farming:drinking_cup", 1, true),
},
soldier = {
{prob=2, split=0, min=1, max=1},
getGoodsData("default:sword_steel", 1, true),
getGoodsData("default:sword_stone", 1, true),
},
stoneminer = {
{prob=1, split=0, min=1, max=2},
getGoodsData("default:stone", 1, true),
getGoodsData("default:desert_stone", 1, true),
getGoodsData("default:sandstone", 1, true),
getGoodsData("default:desert_sandstone", 1, true),
getGoodsData("default:silver_sandstone", 1, true),
},
schoolteacher = {
{prob=1, split=0, min=1, max=2},
getGoodsData("default:paper", 1, true),
getGoodsData("default:book", 1, true),
},
}
function villagers.getTradingFormspec(self, player_name)
local log = false
if log then
io.write("getFormspec() ")
io.write("for "..self.vName.." vSell:"..dump(self.vSell).."\n")
end
local item_count = #self.vSell
local width_column = 1
local width_item_count = 0.26
local width_trade_button = 1.2
local number_of_columns = 5
local width_form = (width_column * number_of_columns) + (width_item_count * 2) + width_trade_button + 0.2
local height_exit_button = 1
local height_row = 1
local height_labels = 1
local height_between_rows = 0.4
local number_of_rows = item_count
local height_form = height_exit_button + ((height_row + height_between_rows) * number_of_rows) + height_labels
-- GUI related stuff
--local bg = "bgcolor[#080808BB;true]"
local bg_image = "background[0,0;0,0;gui_formbg.png;true]"
local y_offset = 0.4
local formspec =
-- gui background attributes
"size["..width_form..","..height_form.."]"..bg_image..
-- header row
"label[0.2,0;BUY]"..
"label["..(1.5)+(width_item_count)..",0;STOCK]"..
"label["..(2.5)+(width_item_count*2)+(0.2)..",0;COST]"..
"label["..(3.6)+(width_item_count*3)+(width_item_count)+(0.1)..",0;INV]"
--.."label["..4+(width_item_count*4)+(width_item_count*2)..",0;Action]"
local player_inv = minetest.get_inventory({type="player", name=player_name})
local inv_size = player_inv:get_size("main")
-- construct rows for each item villager is selling
for item_index = 1, item_count do
local sell_data = self.vSell[item_index]
local item_name = sell_data[1]
local item_desc = sell_data[2]
local item_quant = sell_data[3]
local cost_name = sell_data[4]
local cost_desc = sell_data[5]
local cost_quant = sell_data[6]
local item_stock = sell_data[7]
if log then io.write("sell_data #"..item_index..": "..minetest.serialize(sell_data).." ") end
local inv_quant = 0
for i=1, inv_size do
local stack_name = player_inv:get_stack("main",i):get_name()
local stack_count = player_inv:get_stack("main",i):get_count()
if stack_name == cost_name then
inv_quant = inv_quant + stack_count
end
end
local ypos = (item_index-0.4) + ((item_index-1)*height_between_rows)
formspec = formspec..
-- items
"item_image[0,"..ypos..";1,1;"..item_name.."]".. -- item being sold
"label[0,"..(ypos+0.8)..";"..item_desc.."]".. -- item description
"label[0.8,"..(ypos+0.4)..";x"..item_quant.."]".. -- item count
"label["..(1.7)+(width_item_count)..","..ypos+y_offset..";"..item_stock.."]".. -- how many in stock
"item_image["..(2.5)+(width_item_count*2)..","..ypos..";1,1;"..cost_name.."]".. -- cost item
"label["..(2.5)+(width_item_count*2)..","..(ypos+0.8)..";"..cost_desc.."]".. -- cost description
"label["..(3.3)+(width_item_count*2)..","..ypos+y_offset..";x"..cost_quant.."]".. -- cost count
"label["..(3.7)+(width_item_count*3)+(width_item_count)..","..ypos+y_offset..";"..inv_quant.."]" -- how many player has
local button_name = self.vName.."|"..item_name.."|"..item_quant.."|"
button_name = button_name..cost_name.."|"..cost_quant.."|"..item_stock.."|"..inv_quant.."|"..item_index
if (item_stock > 0) and (inv_quant >= cost_quant) then
formspec = formspec.."button["..(4.2)+(width_item_count*4)+(width_item_count*2)..
","..ypos+(0.3)..";"..width_trade_button..",0.70;"..button_name..";trade]"
end
end
formspec = formspec.. "button_exit[2.3,"..(height_form - 1)..";2.5,"..height_exit_button..";"..self.vID..";I'm Done!]"
return formspec
end
function villagers.tradeVillager(self, player)
local log = false
if log then io.write("trade() ") end
-- if villager was digging when player initiated trade, this ensures after
-- trading as ended that the next action is RESUMEDIG
if self.vAction == "DIG" then
if log then io.write("villagerWasCurrentlyDigging ") end
self.vDigReady = true
minetest.sound_stop(self.vSoundHandle)
self.object:set_animation(
{x=self.animation["stand_start"], y=self.animation["stand_end"]},
self.animation_speed + math.random(10)
)
end
self.vAction = "TRADE"
-- formspec was already displayed and villager is currently trading
if self.vTrading then
local message_text = self.vName.." is busy trading with "..self.vTrading.."."
villagers.showAlert(self, player, "", 3)
-- villager is not yet trading: might be currently standing, walking, etc
-- so create and show the tranding formspec
else
local player_name = player:get_player_name()
self.vTrading = player_name
self.vYawSaved = self.vYaw
villagers.turnToPlayer(self, player)
-- show formspec
minetest.show_formspec(player_name, "villagers:trade|"..self.vID, villagers.getTradingFormspec(self, player_name))
if log then
local items_selling = self.vSell
io.write(self.vName.." is selling: ")
for i=1, #items_selling do
local item_name = string.split(items_selling[i][1], ":")[2]
io.write(item_name.." ")
end
end
end
end
function villagers.getTradeInventory(title, region, plot, bed, errors)
local log = false
if log then
io.write("\n## setTradeInv for "..string.upper(title).." @ plot#"..plot.."bed#"..bed.." ")
end
local new_trade_inventory = {}
local source_trade_items = villagers.GOODS[title][region]
if source_trade_items then
if log then io.write("gotRegionSpecificJobGoods ") end
else
source_trade_items = villagers.GOODS[title]
if log then io.write("gotDefaultJobGoods ") end
end
local all_items = villagers.copytable(source_trade_items)
local selection_parameters = table.remove(all_items, 1)
-- some job titles do not gauruntee, but only have
-- a probability that the villager will trade
if math.random(1, selection_parameters.prob) > 1 then
if log then io.write("chanceRollFailed ") end
return "none"
else
if log then io.write("chanceRollSuccess ") end
end
local split_point = selection_parameters.split
local min_count = selection_parameters.min
local max_count = selection_parameters.max
local item_count = math.random(min_count, max_count)
if log then
io.write("min="..min_count.." max="..max_count.." ")
io.write("got="..item_count.." ")
io.write("mandatoryItems="..split_point.." ")
end
if split_point > 0 then
for i=1, split_point do
if log then
io.write("\n mandatory #1 >> "..all_items[i][1].." ")
io.write("item_count is now "..item_count)
end
table.insert(new_trade_inventory, table.remove(all_items, i))
item_count = item_count - 1
end
if log then io.write(" .. no more mandatory items.") end
end
if log then io.write("\n item_count="..item_count.." remainingCountOf_allItemsTable="..#all_items.." ") end
while( item_count > 0 ) do
local index_to_pop = math.random(#all_items)
local popped_item = table.remove(all_items, index_to_pop)
-- error handling
if popped_item[1] == "invalid_item" then
if log then
io.write(" #ERROR Item #"..item_count.." - not a registered item '"..popped_item[2].."'.")
end
local error_message = "Item #"..item_count.." '"..popped_item[2]..
"' not registered for plot#"..plot.." bed#"..bed
table.insert(errors, error_message)
popped_item = {"default:dirt", "Dirt [error]", 1, "villagers:coins", 1, 1}
elseif popped_item[1] == "no_description" then
if log then
io.write(" #ERROR Item #"..item_count.." - no item desc for '"..popped_item[2].."'.")
end
local error_message = "Item #"..item_count.." '"..popped_item[2]..
"' has no desc for plot#"..plot.." bed#"..bed
table.insert(errors, error_message)
popped_item = {"default:dirt", "Dirt [error]", 1, "villagers:coins", 1, 1}
elseif popped_item[1] == "naming_error" then
if log then
io.write(" #ERROR Item #"..item_count.." - '"..popped_item[2].."' not found in GOODS_DATA.")
end
local error_message = "Item #"..item_count.." '"..popped_item[2]..
"' not in GOODS_DATA for plot#"..plot.." bed#"..bed
table.insert(errors, error_message)
popped_item = {"default:dirt", "Dirt [error]", 1, "villagers:coins", 1, 1}
elseif popped_item == nil then
if log then
io.write(" #ERROR getTradeItem #"..item_count..", it is NIL.")
end
local error_message = "getTradeInventory(): Error trade item #"..item_count.." "..
"is NIL for villager @ plot#"..plot.." bed#"..bed
local error_message = "Item #"..item_count.." is NIL for plot#"..plot.." bed#"..bed
table.insert(errors, error_message)
popped_item = {"default:dirt", "Dirt [error]", 1, "villagers:coins", 1, 1}
end
if log then io.write("\n adding: "..minetest.serialize(popped_item).." ") end
table.insert(new_trade_inventory, popped_item)
item_count = item_count - 1
end
if log then io.write("\n") end
return new_trade_inventory
end
function villagers.endVillagerTrading(self, player)
if self then
villagers.chatVillager(self, player, 2)
-- load previous yaw value
self.vYaw = self.vYawSaved
-- resume previous action
minetest.after(2, function()
self.object:set_yaw(self.vYaw)
-- player had initiated tradeing while villager was
-- about to walk or dig. now continue with that action.
if self.vWalkReady then
self.vAction = "WALK"
self.vWalkReady = false
elseif self.vDigReady then
self.vAction = "RESUMEDIG"
self.vDigReady = false
else
self.vAction = "STAND"
end
end)
self.vTrading = nil
self.vAction = "ENDTRADE"
else
--io.write("NoMatchingVillagerFound ")
end
end