--MCmobs v0.4 --maikerumine --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes --################### --################### VILLAGER --################### -- Summary: Villagers are complex NPCs, their main feature allows players to trade with them. -- TODO: Particles -- TODO: 4s Regeneration I after trade unlock -- TODO: Breeding -- TODO: Baby villagers -- TODO: Spawning in villages -- TODO: Behaviour: -- TODO: Walk around village, but do not leave it intentionally -- TODO: Run into house on rain or danger, open doors -- TODO: Internal inventory, pick up items, trade with other villagers -- TODO: Farm stuff local S = minetest.get_translator("mobs_mc") local N = function(s) return s end local F = minetest.formspec_escape -- playername-indexed table containing the previously used tradenum local player_tradenum = {} -- playername-indexed table containing the objectref of trader, if trading formspec is open local player_trading_with = {} local DEFAULT_WALK_CHANCE = 33 -- chance to walk in percent, if no player nearby local PLAYER_SCAN_INTERVAL = 5 -- every X seconds, villager looks for players nearby local PLAYER_SCAN_RADIUS = 4 -- scan radius for looking for nearby players --[=======[ TRADING ]=======] -- LIST OF VILLAGER PROFESSIONS AND TRADES -- TECHNICAL RESTRICTIONS (FIXME): -- * You can't use a clock as requested item -- * You can't use a compass as requested item if its stack size > 1 -- * You can't use a compass in the second requested slot -- This is a problem in the mcl_compass and mcl_clock mods, -- these items should be implemented as single items, then everything -- will be much easier. local COMPASS = "mcl_compass:compass" if minetest.registered_aliases[COMPASS] then COMPASS = minetest.registered_aliases[COMPASS] end local E1 = { "mcl_core:emerald", 1, 1 } -- one emerald -- Special trades for v6 only -- NOTE: These symbols MUST only be added at the end of a tier local TRADE_V6_RED_SANDSTONE, TRADE_V6_DARK_OAK_SAPLING, TRADE_V6_ACACIA_SAPLING, TRADE_V6_BIRCH_SAPLING if minetest.get_mapgen_setting("mg_name") == "v6" then TRADE_V6_RED_SANDSTONE = { E1, { "mcl_core:redsandstone", 12, 16 } } TRADE_V6_DARK_OAK_SAPLING = { { "mcl_core:emerald", 6, 9 }, { "mcl_core:darksapling", 1, 1 } } TRADE_V6_ACACIA_SAPLING = { { "mcl_core:emerald", 14, 17 }, { "mcl_core:acaciasapling", 1, 1 } } TRADE_V6_BIRCH_SAPLING = { { "mcl_core:emerald", 8, 11 }, { "mcl_core:birchsapling", 1, 1 } } end local professions = { farmer = { name = N("Farmer"), texture = "mobs_mc_villager_farmer.png", trades = { { { { "mcl_farming:wheat_item", 18, 22, }, E1 }, { { "mcl_farming:potato_item", 15, 19, }, E1 }, { { "mcl_farming:carrot_item", 15, 19, }, E1 }, { E1, { "mcl_farming:bread", 2, 4 } }, }, { { { "mcl_farming:pumpkin", 8, 13 }, E1 }, { E1, { "mcl_farming:pumpkin_pie", 2, 3} }, }, { { { "mcl_farming:melon", 7, 12 }, E1 }, { E1, { "mcl_core:apple", 5, 7 }, }, }, { { E1, { "mcl_farming:cookie", 6, 10 } }, { E1, { "mcl_cake:cake", 1, 1 } }, TRADE_V6_BIRCH_SAPLING, TRADE_V6_DARK_OAK_SAPLING, TRADE_V6_ACACIA_SAPLING, }, } }, fisherman = { name = N("Fisherman"), texture = "mobs_mc_villager_farmer.png", trades = { { { { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 }, { "mcl_fishing:fish_cooked", 6, 6 } }, { { "mcl_mobitems:string", 15, 20 }, E1 }, { { "mcl_core:emerald", 3, 11 }, { "mcl_fishing:fishing_rod_enchanted", 1, 1} }, }, }, }, fletcher = { name = N("Fletcher"), texture = "mobs_mc_villager_farmer.png", trades = { { { { "mcl_mobitems:string", 15, 20 }, E1 }, { E1, { "mcl_bows:arrow", 8, 12 } }, }, { { { "mcl_core:gravel", 10, 10, "mcl_core:emerald", 1, 1 }, { "mcl_core:flint", 6, 10 } }, { { "mcl_core:emerald", 2, 3 }, { "mcl_bows:bow", 1, 1 } }, }, } }, shepherd ={ name = N("Shepherd"), texture = "mobs_mc_villager_farmer.png", trades = { { { { "mcl_wool:white", 16, 22 }, E1 }, { { "mcl_core:emerald", 3, 4 }, { "mcl_tools:shears", 1, 1 } }, }, { { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:white", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:grey", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:silver", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:black", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:yellow", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:orange", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:red", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:magenta", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:purple", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:blue", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:cyan", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:lime", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:green", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:pink", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:light_blue", 1, 1 } }, { { "mcl_core:emerald", 1, 2 }, { "mcl_wool:brown", 1, 1 } }, }, }, }, librarian = { name = N("Librarian"), texture = "mobs_mc_villager_librarian.png", trades = { { { { "mcl_core:paper", 24, 36 }, E1 }, { { "mcl_books:book", 8, 10 }, E1 }, { { "mcl_core:emerald", 10, 12 }, { "mcl_compass:compass", 1 ,1 }}, { { "mcl_core:emerald", 3, 4 }, { "mcl_books:bookshelf", 1 ,1 }}, { { "mcl_core:emerald", 5, 64 }, { "mcl_enchanting:book_enchanted", 1 ,1 }}, }, { { { "mcl_books:written_book", 2, 2 }, E1 }, { { "mcl_core:emerald", 10, 12 }, { "mcl_clock:clock", 1, 1 } }, { E1, { "mcl_core:glass", 3, 5 } }, { { "mcl_core:emerald", 5, 64 }, { "mcl_enchanting:book_enchanted", 1 ,1 }}, }, { { E1, { "mcl_core:glass", 3, 5 } }, { { "mcl_core:emerald", 5, 64 }, { "mcl_enchanting:book_enchanted", 1 ,1 }}, }, { { { "mcl_core:emerald", 5, 64 }, { "mcl_enchanting:book_enchanted", 1 ,1 }}, }, { { { "mcl_core:emerald", 20, 22 }, { "mcl_mobs:nametag", 1, 1 } }, } }, }, cartographer = { name = N("Cartographer"), texture = "mobs_mc_villager_librarian.png", trades = { { { { "mcl_core:paper", 24, 36 }, E1 }, }, { -- subject to special checks { { "mcl_compass:compass", 1, 1 }, E1 }, }, { -- TODO: replace with empty map { { "mcl_core:emerald", 7, 11}, { "mcl_maps:filled_map", 1, 1 } }, }, -- TODO: special maps }, }, armorer = { name = N("Armorer"), texture = "mobs_mc_villager_smith.png", trades = { { { { "mcl_core:coal_lump", 16, 24 }, E1 }, { { "mcl_core:emerald", 4, 6 }, { "mcl_armor:helmet_iron", 1, 1 } }, }, { { { "mcl_core:iron_ingot", 7, 9 }, E1 }, { { "mcl_core:emerald", 10, 14 }, { "mcl_armor:chestplate_iron", 1, 1 } }, }, { { { "mcl_core:diamond", 3, 4 }, E1 }, { { "mcl_core:emerald", 16, 19 }, { "mcl_armor:chestplate_diamond_enchanted", 1, 1 } }, }, { { { "mcl_core:emerald", 5, 7 }, { "mcl_armor:boots_chain", 1, 1 } }, { { "mcl_core:emerald", 9, 11 }, { "mcl_armor:leggings_chain", 1, 1 } }, { { "mcl_core:emerald", 5, 7 }, { "mcl_armor:helmet_chain", 1, 1 } }, { { "mcl_core:emerald", 11, 15 }, { "mcl_armor:chestplate_chain", 1, 1 } }, }, }, }, leatherworker = { name = N("Leatherworker"), texture = "mobs_mc_villager_butcher.png", trades = { { { { "mcl_mobitems:leather", 9, 12 }, E1 }, { { "mcl_core:emerald", 2, 4 }, { "mcl_armor:leggings_leather", 2, 4 } }, }, { { { "mcl_core:emerald", 7, 12 }, { "mcl_armor:chestplate_leather_enchanted", 1, 1 } }, }, { { { "mcl_core:emerald", 8, 10 }, { "mcl_mobitems:saddle", 1, 1 } }, }, }, }, butcher = { name = N("Butcher"), texture = "mobs_mc_villager_butcher.png", trades = { { { { "mcl_mobitems:beef", 14, 18 }, E1 }, { { "mcl_mobitems:chicken", 14, 18 }, E1 }, }, { { { "mcl_core:coal_lump", 16, 24 }, E1 }, { E1, { "mcl_mobitems:cooked_beef", 5, 7 } }, { E1, { "mcl_mobitems:cooked_chicken", 6, 8 } }, }, }, }, weapon_smith = { name = N("Weapon Smith"), texture = "mobs_mc_villager_smith.png", trades = { { { { "mcl_core:coal_lump", 16, 24 }, E1 }, { { "mcl_core:emerald", 6, 8 }, { "mcl_tools:axe_iron", 1, 1 } }, }, { { { "mcl_core:iron_ingot", 7, 9 }, E1 }, { { "mcl_core:emerald", 9, 10 }, { "mcl_tools:sword_iron_enchanted", 1, 1 } }, }, { { { "mcl_core:diamond", 3, 4 }, E1 }, { { "mcl_core:emerald", 12, 15 }, { "mcl_tools:sword_diamond_enchanted", 1, 1 } }, { { "mcl_core:emerald", 9, 12 }, { "mcl_tools:axe_diamond_enchanted", 1, 1 } }, }, }, }, tool_smith = { name = N("Tool Smith"), texture = "mobs_mc_villager_smith.png", trades = { { { { "mcl_core:coal_lump", 16, 24 }, E1 }, { { "mcl_core:emerald", 5, 7 }, { "mcl_tools:shovel_iron_enchanted", 1, 1 } }, }, { { { "mcl_core:iron_ingot", 7, 9 }, E1 }, { { "mcl_core:emerald", 9, 11 }, { "mcl_tools:pick_iron_enchanted", 1, 1 } }, }, { { { "mcl_core:diamond", 3, 4 }, E1 }, { { "mcl_core:emerald", 12, 15 }, { "mcl_tools:pick_diamond_enchanted", 1, 1 } }, }, }, }, cleric = { name = N("Cleric"), texture = "mobs_mc_villager_priest.png", trades = { { { { "mcl_mobitems:rotten_flesh", 36, 40 }, E1 }, { { "mcl_core:gold_ingot", 8, 10 }, E1 }, }, { { E1, { "mesecons:redstone", 1, 4 } }, { E1, { "mcl_dye:blue", 1, 2 } }, }, { { E1, { "mcl_nether:glowstone", 1, 3 } }, { { "mcl_core:emerald", 4, 7 }, { "mcl_throwing:ender_pearl", 1, 1 } }, TRADE_V6_RED_SANDSTONE, }, { { { "mcl_nether:nether_wart_item", 22, 22 }, E1 }, { { "mcl_core:emerald", 3, 3 }, { "mcl_experience:bottle", 1, 1 } }, }, }, }, nitwit = { name = N("Nitwit"), texture = "mobs_mc_villager.png", -- No trades for nitwit trades = nil, } } local profession_names = {} for id, _ in pairs(professions) do table.insert(profession_names, id) end local stand_still = function(self) self.walk_chance = 0 self.jump = false end local update_max_tradenum = function(self) if not self._trades then return end local trades = minetest.deserialize(self._trades) for t=1, #trades do local trade = trades[t] if trade.tier > self._max_trade_tier then self._max_tradenum = t - 1 return end end self._max_tradenum = #trades end local init_trader_vars = function(self) if not self._profession then -- Select random profession from all professions with matching clothing local texture = self.base_texture[1] local matches = {} for prof_id, prof in pairs(professions) do if texture == prof.texture then table.insert(matches, prof_id) end end local p = math.random(1, #matches) self._profession = matches[p] end if not self._max_trade_tier then self._max_trade_tier = 1 end if not self._locked_trades then self._locked_trades = 0 end if not self._trading_players then self._trading_players = {} end end local init_trades = function(self, inv) local profession = professions[self._profession] local trade_tiers = profession.trades if trade_tiers == nil then -- Empty trades self._trades = false return end local max_tier = #trade_tiers local trades = {} for tiernum=1, max_tier do local tier = trade_tiers[tiernum] for tradenum=1, #tier do local trade = tier[tradenum] local wanted1_item = trade[1][1] local wanted1_count = math.random(trade[1][2], trade[1][3]) local offered_item = trade[2][1] local offered_count = math.random(trade[2][2], trade[2][3]) local offered_stack = ItemStack({name = offered_item, count = offered_count}) if mcl_enchanting.is_enchanted(offered_item) then if mcl_enchanting.is_book(offered_item) then offered_stack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}) else mcl_enchanting.enchant_randomly(offered_stack, math.random(5, 19), false, false, true) mcl_enchanting.unload_enchantments(offered_stack) end end local wanted = { wanted1_item .. " " ..wanted1_count } if trade[1][4] then local wanted2_item = trade[1][4] local wanted2_count = math.random(trade[1][5], trade[1][6]) table.insert(wanted, wanted2_item .. " " ..wanted2_count) end table.insert(trades, { wanted = wanted, offered = offered_stack:to_table(), tier = tiernum, -- tier of this trade traded_once = false, -- true if trade was traded at least once trade_counter = 0, -- how often the this trade was mate after the last time it got unlocked locked = false, -- if this trade is locked. Locked trades can't be used }) end end self._trades = minetest.serialize(trades) minetest.deserialize(self._trades) end local set_trade = function(trader, player, inv, concrete_tradenum) local trades = minetest.deserialize(trader._trades) if not trades then init_trades(trader) trades = minetest.deserialize(trader._trades) if not trades then minetest.log("error", "[mobs_mc] Failed to select villager trade!") return end end local name = player:get_player_name() -- Stop tradenum from advancing into locked tiers or out-of-range areas if concrete_tradenum > trader._max_tradenum then concrete_tradenum = trader._max_tradenum elseif concrete_tradenum < 1 then concrete_tradenum = 1 end player_tradenum[name] = concrete_tradenum local trade = trades[concrete_tradenum] inv:set_stack("wanted", 1, ItemStack(trade.wanted[1])) local offered = ItemStack(trade.offered) mcl_enchanting.load_enchantments(offered) inv:set_stack("offered", 1, offered) if trade.wanted[2] then local wanted2 = ItemStack(trade.wanted[2]) inv:set_stack("wanted", 2, wanted2) else inv:set_stack("wanted", 2, "") end end local function show_trade_formspec(playername, trader, tradenum) if not trader._trades then return end if not tradenum then tradenum = 1 end local trades = minetest.deserialize(trader._trades) local trade = trades[tradenum] local profession = professions[trader._profession].name local disabled_img = "" if trade.locked then disabled_img = "image[4.3,2.52;1,1;mobs_mc_trading_formspec_disabled.png]".. "image[4.3,1.1;1,1;mobs_mc_trading_formspec_disabled.png]" end local tradeinv_name = "mobs_mc:trade_"..playername local tradeinv = F("detached:"..tradeinv_name) local b_prev, b_next = "", "" if #trades > 1 then if tradenum > 1 then b_prev = "button[1,1;0.5,1;prev_trade;<]" end if tradenum < trader._max_tradenum then b_next = "button[7.26,1;0.5,1;next_trade;>]" end end local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..playername}) if not inv then return end local wanted1 = inv:get_stack("wanted", 1) local wanted2 = inv:get_stack("wanted", 2) local offered = inv:get_stack("offered", 1) local w2_formspec = "" if not wanted2:is_empty() then w2_formspec = "item_image[3,1;1,1;"..wanted2:to_string().."]" .."tooltip[3,1;0.8,0.8;"..F(wanted2:get_description()).."]" end local formspec = "size[9,8.75]" .."background[-0.19,-0.25;9.41,9.49;mobs_mc_trading_formspec_bg.png]" ..disabled_img .."label[4,0;"..F(minetest.colorize("#313131", S(profession))).."]" .."list[current_player;main;0,4.5;9,3;9]" .."list[current_player;main;0,7.74;9,1;]" ..b_prev..b_next .."["..tradeinv..";wanted;2,1;2,1;]" .."item_image[2,1;1,1;"..wanted1:to_string().."]" .."tooltip[2,1;0.8,0.8;"..F(wanted1:get_description()).."]" ..w2_formspec .."item_image[5.76,1;1,1;"..offered:get_name().." "..offered:get_count().."]" .."tooltip[5.76,1;0.8,0.8;"..F(offered:get_description()).."]" .."list["..tradeinv..";input;2,2.5;2,1;]" .."list["..tradeinv..";output;5.76,2.55;1,1;]" .."listring["..tradeinv..";output]" .."listring[current_player;main]" .."listring["..tradeinv..";input]" .."listring[current_player;main]" minetest.sound_play("mobs_mc_villager_trade", {to_player = playername}, true) minetest.show_formspec(playername, tradeinv_name, formspec) end local update_offer = function(inv, player, sound) local name = player:get_player_name() local trader = player_trading_with[name] local tradenum = player_tradenum[name] if not trader or not tradenum then return false end local trades = minetest.deserialize(trader._trades) if not trades then return false end local trade = trades[tradenum] if not trade then return false end local wanted1, wanted2 = inv:get_stack("wanted", 1), inv:get_stack("wanted", 2) local input1, input2 = inv:get_stack("input", 1), inv:get_stack("input", 2) -- BEGIN OF SPECIAL HANDLING OF COMPASS -- These 2 functions are a complicated check to check if the input contains a -- special item which we cannot check directly against their name, like -- compass. -- TODO: Remove these check functions when compass and clock are implemented -- as single items. local check_special = function(special_item, group, wanted1, wanted2, input1, input2) if minetest.registered_aliases[special_item] then special_item = minetest.registered_aliases[special_item] end if wanted1:get_name() == special_item then local check_input = function(input, wanted, group) return minetest.get_item_group(input:get_name(), group) ~= 0 and input:get_count() >= wanted:get_count() end if check_input(input1, wanted1, group) then return true elseif check_input(input2, wanted1, group) then return true else return false end end return false end -- Apply above function to all items which we consider special. -- This function succeeds if ANY item check succeeds. local check_specials = function(wanted1, wanted2, input1, input2) return check_special(COMPASS, "compass", wanted1, wanted2, input1, input2) end -- END OF SPECIAL HANDLING OF COMPASS if ( ((inv:contains_item("input", wanted1) and (wanted2:is_empty() or inv:contains_item("input", wanted2))) or -- BEGIN OF SPECIAL HANDLING OF COMPASS check_specials(wanted1, wanted2, input1, input2)) and -- END OF SPECIAL HANDLING OF COMPASS (trade.locked == false)) then inv:set_stack("output", 1, inv:get_stack("offered", 1)) if sound then minetest.sound_play("mobs_mc_villager_accept", {to_player = name}, true) end return true else inv:set_stack("output", 1, ItemStack("")) if sound then minetest.sound_play("mobs_mc_villager_deny", {to_player = name}, true) end return false end end -- Returns a single itemstack in the given inventory to the player's main inventory, or drop it when there's no space left local function return_item(itemstack, dropper, pos, inv_p) if dropper:is_player() then -- Return to main inventory if inv_p:room_for_item("main", itemstack) then inv_p:add_item("main", itemstack) else -- Drop item on the ground local v = dropper:get_look_dir() local p = {x=pos.x, y=pos.y+1.2, z=pos.z} p.x = p.x+(math.random(1,3)*0.2) p.z = p.z+(math.random(1,3)*0.2) local obj = minetest.add_item(p, itemstack) if obj then v.x = v.x*4 v.y = v.y*4 + 2 v.z = v.z*4 obj:set_velocity(v) obj:get_luaentity()._insta_collect = false end end else -- Fallback for unexpected cases minetest.add_item(pos, itemstack) end return itemstack end local return_fields = function(player) local name = player:get_player_name() local inv_t = minetest.get_inventory({type="detached", name = "mobs_mc:trade_"..name}) local inv_p = player:get_inventory() if not inv_t or not inv_p then return end for i=1, inv_t:get_size("input") do local stack = inv_t:get_stack("input", i) return_item(stack, player, player:get_pos(), inv_p) stack:clear() inv_t:set_stack("input", i, stack) end inv_t:set_stack("output", 1, "") end minetest.register_on_player_receive_fields(function(player, formname, fields) if string.sub(formname, 1, 14) == "mobs_mc:trade_" then local name = player:get_player_name() if fields.quit then -- Get input items back return_fields(player) -- Reset internal "trading with" state local trader = player_trading_with[name] if trader then trader._trading_players[name] = nil end player_trading_with[name] = nil elseif fields.next_trade or fields.prev_trade then local trader = player_trading_with[name] if not trader or not trader.object:get_luaentity() then return end local trades = trader._trades if not trades then return end local dir = 1 if fields.prev_trade then dir = -1 end local tradenum = player_tradenum[name] + dir local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name}) if not inv then return end set_trade(trader, player, inv, tradenum) update_offer(inv, player, false) show_trade_formspec(name, trader, player_tradenum[name]) end end end) minetest.register_on_leaveplayer(function(player) local name = player:get_player_name() return_fields(player) player_tradenum[name] = nil local trader = player_trading_with[name] if trader then trader._trading_players[name] = nil end player_trading_with[name] = nil end) -- Return true if player is trading with villager, and the villager entity exists local trader_exists = function(playername) local trader = player_trading_with[playername] return trader ~= nil and trader.object:get_luaentity() ~= nil end local trade_inventory = { allow_take = function(inv, listname, index, stack, player) if listname == "input" then return stack:get_count() elseif listname == "output" then if not trader_exists(player:get_player_name()) then return 0 end -- Only allow taking full stack local count = stack:get_count() if count == inv:get_stack(listname, index):get_count() then -- Also update output stack again. -- If input has double the wanted items, the -- output will stay because there will be still -- enough items in input after the trade local wanted1 = inv:get_stack("wanted", 1) local wanted2 = inv:get_stack("wanted", 2) local input1 = inv:get_stack("input", 1) local input2 = inv:get_stack("input", 2) wanted1:set_count(wanted1:get_count()*2) wanted2:set_count(wanted2:get_count()*2) -- BEGIN OF SPECIAL HANDLING FOR COMPASS local special_checks = function(wanted1, input1, input2) if wanted1:get_name() == COMPASS then local compasses = 0 if (minetest.get_item_group(input1:get_name(), "compass") ~= 0) then compasses = compasses + input1:get_count() end if (minetest.get_item_group(input2:get_name(), "compass") ~= 0) then compasses = compasses + input2:get_count() end return compasses >= wanted1:get_count() end return false end -- END OF SPECIAL HANDLING FOR COMPASS if (inv:contains_item("input", wanted1) and (wanted2:is_empty() or inv:contains_item("input", wanted2))) -- BEGIN OF SPECIAL HANDLING FOR COMPASS or special_checks(wanted1, input1, input2) then -- END OF SPECIAL HANDLING FOR COMPASS return -1 else -- If less than double the wanted items, -- remove items from output (final trade, -- input runs empty) return count end else return 0 end else return 0 end end, allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) if from_list == "input" and to_list == "input" then return count elseif from_list == "output" and to_list == "input" then if not trader_exists(player:get_player_name()) then return 0 end local move_stack = inv:get_stack(from_list, from_index) if inv:get_stack(to_list, to_index):item_fits(move_stack) then return count end end return 0 end, allow_put = function(inv, listname, index, stack, player) if listname == "input" then if not trader_exists(player:get_player_name()) then return 0 else return stack:get_count() end else return 0 end end, on_put = function(inv, listname, index, stack, player) update_offer(inv, player, true) end, on_move = function(inv, from_list, from_index, to_list, to_index, count, player) if from_list == "output" and to_list == "input" then inv:remove_item("input", inv:get_stack("wanted", 1)) local wanted2 = inv:get_stack("wanted", 2) if not wanted2:is_empty() then inv:remove_item("input", inv:get_stack("wanted", 2)) end minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name()}, true) end update_offer(inv, player, true) end, on_take = function(inv, listname, index, stack, player) local accept local name = player:get_player_name() if listname == "output" then local wanted1 = inv:get_stack("wanted", 1) inv:remove_item("input", wanted1) local wanted2 = inv:get_stack("wanted", 2) if not wanted2:is_empty() then inv:remove_item("input", inv:get_stack("wanted", 2)) end -- BEGIN OF SPECIAL HANDLING FOR COMPASS if wanted1:get_name() == COMPASS then for n=1, 2 do local input = inv:get_stack("input", n) if minetest.get_item_group(input:get_name(), "compass") ~= 0 then input:set_count(input:get_count() - wanted1:get_count()) inv:set_stack("input", n, input) break end end end -- END OF SPECIAL HANDLING FOR COMPASS local trader = player_trading_with[name] local tradenum = player_tradenum[name] local trades if trader and trader._trades then trades = minetest.deserialize(trader._trades) end if trades then local trade = trades[tradenum] local unlock_stuff = false if not trade.traded_once then -- Unlock all the things if something was traded -- for the first time ever unlock_stuff = true trade.traded_once = true elseif trade.trade_counter == 0 and math.random(1,5) == 1 then -- Otherwise, 20% chance to unlock if used freshly reset trade unlock_stuff = true end local update_formspec = false if unlock_stuff then -- First-time trade unlock all trades and unlock next trade tier if trade.tier + 1 > trader._max_trade_tier then trader._max_trade_tier = trader._max_trade_tier + 1 update_max_tradenum(trader) update_formspec = true end for t=1, #trades do trades[t].locked = false trades[t].trade_counter = 0 end trader._locked_trades = 0 -- Also heal trader for unlocking stuff -- TODO: Replace by Regeneration I trader.health = math.min(trader.hp_max, trader.health + 4) end trade.trade_counter = trade.trade_counter + 1 -- Semi-randomly lock trade for repeated trade (not if there's only 1 trade) if trader._max_tradenum > 1 then if trade.trade_counter >= 12 then trade.locked = true elseif trade.trade_counter >= 2 then local r = math.random(1, math.random(4, 10)) if r == 1 then trade.locked = true end end end if trade.locked then inv:set_stack("output", 1, "") update_formspec = true trader._locked_trades = trader._locked_trades + 1 -- Check if we managed to lock ALL available trades. Rare but possible. if trader._locked_trades >= trader._max_tradenum then -- Emergency unlock! Unlock all other trades except the current one for t=1, #trades do if t ~= tradenum then trades[t].locked = false trades[t].trade_counter = 0 end end trader._locked_trades = 1 -- Also heal trader for unlocking stuff -- TODO: Replace by Regeneration I trader.health = math.min(trader.hp_max, trader.health + 4) end end trader._trades = minetest.serialize(trades) if update_formspec then show_trade_formspec(name, trader, tradenum) end else minetest.log("error", "[mobs_mc] Player took item from trader output but player_trading_with or player_tradenum is nil!") end accept = true elseif listname == "input" then update_offer(inv, player, false) end if accept then minetest.sound_play("mobs_mc_villager_accept", {to_player = name}, true) else minetest.sound_play("mobs_mc_villager_deny", {to_player = name}, true) end end, } minetest.register_on_joinplayer(function(player) local name = player:get_player_name() player_tradenum[name] = 1 player_trading_with[name] = nil -- Create or get player-specific trading inventory local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name}) if not inv then inv = minetest.create_detached_inventory("mobs_mc:trade_"..name, trade_inventory, name) end inv:set_size("input", 2) inv:set_size("output", 1) inv:set_size("wanted", 2) inv:set_size("offered", 1) end) --[=======[ MOB REGISTRATION AND SPAWNING ]=======] mobs:register_mob("mobs_mc:villager", { type = "npc", spawn_class = "passive", hp_min = 20, hp_max = 20, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3}, visual = "mesh", mesh = "mobs_mc_villager.b3d", textures = { { "mobs_mc_villager.png", "mobs_mc_villager.png", --hat }, { "mobs_mc_villager_farmer.png", "mobs_mc_villager_farmer.png", --hat }, { "mobs_mc_villager_priest.png", "mobs_mc_villager_priest.png", --hat }, { "mobs_mc_villager_librarian.png", "mobs_mc_villager_librarian.png", --hat }, { "mobs_mc_villager_butcher.png", "mobs_mc_villager_butcher.png", --hat }, { "mobs_mc_villager_smith.png", "mobs_mc_villager_smith.png", --hat }, }, visual_size = {x=3, y=3}, makes_footstep_sound = true, walk_velocity = 1.2, run_velocity = 2.4, drops = {}, can_despawn = false, -- TODO: sounds animation = { stand_speed = 25, stand_start = 40, stand_end = 59, walk_speed = 25, walk_start = 0, walk_end = 40, run_speed = 25, run_start = 0, run_end = 40, die_speed = 15, die_start = 210, die_end = 220, die_loop = false, }, view_range = 16, fear_height = 4, jump = true, walk_chance = DEFAULT_WALK_CHANCE, on_rightclick = function(self, clicker) -- Initiate trading local name = clicker:get_player_name() self._trading_players[name] = true init_trader_vars(self) if self._trades == nil then init_trades(self) end update_max_tradenum(self) if self._trades == false then -- Villager has no trades, rightclick is a no-op return end player_trading_with[name] = self local inv = minetest.get_inventory({type="detached", name="mobs_mc:trade_"..name}) if not inv then return end set_trade(self, clicker, inv, 1) show_trade_formspec(name, self) -- Behaviour stuff: -- Make villager look at player and stand still local selfpos = self.object:get_pos() local clickerpos = clicker:get_pos() local dir = vector.direction(selfpos, clickerpos) self.object:set_yaw(minetest.dir_to_yaw(dir)) stand_still(self) end, _player_scan_timer = 0, _trading_players = {}, -- list of playernames currently trading with villager (open formspec) do_custom = function(self, dtime) -- Stand still if player is nearby. if not self._player_scan_timer then self._player_scan_timer = 0 end self._player_scan_timer = self._player_scan_timer + dtime -- Check infrequently to keep CPU load low if self._player_scan_timer > PLAYER_SCAN_INTERVAL then self._player_scan_timer = 0 local selfpos = self.object:get_pos() local objects = minetest.get_objects_inside_radius(selfpos, PLAYER_SCAN_RADIUS) local has_player = false for o, obj in pairs(objects) do if obj:is_player() then has_player = true break end end if has_player then minetest.log("verbose", "[mobs_mc] Player near villager found!") stand_still(self) else minetest.log("verbose", "[mobs_mc] No player near villager found!") self.walk_chance = DEFAULT_WALK_CHANCE self.jump = true end end end, on_spawn = function(self) init_trader_vars(self) end, on_die = function(self, pos) -- Close open trade formspecs and give input back to players local trading_players = self._trading_players for name, _ in pairs(trading_players) do minetest.close_formspec(name, "mobs_mc:trade_"..name) local player = minetest.get_player_by_name(name) if player then return_fields(player) end end end, }) mobs:spawn_specific("mobs_mc:villager", mobs_mc.spawn.village, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 20, 4, mobs_mc.spawn_height.water+1, mobs_mc.spawn_height.overworld_max) -- spawn eggs mobs:register_egg("mobs_mc:villager", S("Villager"), "mobs_mc_spawn_icon_villager.png", 0)