tibia-client/modules/game_npctrade/npctrade.lua

443 lines
11 KiB
Lua

BUY = 1
SELL = 2
CURRENCY = 'gold'
WEIGHT_UNIT = 'oz'
LAST_INVENTORY = 10
npcWindow = nil
itemsPanel = nil
radioTabs = nil
radioItems = nil
searchText = nil
setupPanel = nil
quantity = nil
quantityScroll = nil
nameLabel = nil
priceLabel = nil
moneyLabel = nil
weightLabel = nil
capacityLabel = nil
tradeButton = nil
buyTab = nil
sellTab = nil
showCapacity = true
buyWithBackpack = nil
ignoreCapacity = nil
ignoreEquipped = nil
showAllItems = nil
playerFreeCapacity = nil
playerMoney = nil
tradeItems = {}
playerItems = nil
selectedItem = nil
cancelNextRelease = nil
function init()
npcWindow = g_ui.displayUI('npctrade')
npcWindow:setVisible(false)
itemsPanel = npcWindow:recursiveGetChildById('itemsPanel')
searchText = npcWindow:recursiveGetChildById('searchText')
setupPanel = npcWindow:recursiveGetChildById('setupPanel')
quantityScroll = setupPanel:getChildById('quantityScroll')
nameLabel = setupPanel:getChildById('name')
priceLabel = setupPanel:getChildById('price')
moneyLabel = setupPanel:getChildById('money')
weightLabel = setupPanel:getChildById('weight')
capacityLabel = setupPanel:getChildById('capacity')
tradeButton = npcWindow:recursiveGetChildById('tradeButton')
buyWithBackpack = npcWindow:recursiveGetChildById('buyWithBackpack')
ignoreCapacity = npcWindow:recursiveGetChildById('ignoreCapacity')
ignoreEquipped = npcWindow:recursiveGetChildById('ignoreEquipped')
showAllItems = npcWindow:recursiveGetChildById('showAllItems')
buyTab = npcWindow:getChildById('buyTab')
sellTab = npcWindow:getChildById('sellTab')
radioTabs = UIRadioGroup.create()
radioTabs:addWidget(buyTab)
radioTabs:addWidget(sellTab)
radioTabs:selectWidget(buyTab)
radioTabs.onSelectionChange = onTradeTypeChange
cancelNextRelease = false
if g_game.isOnline() then
playerFreeCapacity = g_game.getLocalPlayer():getFreeCapacity()
end
connect(g_game, { onGameEnd = hide,
onOpenNpcTrade = onOpenNpcTrade,
onCloseNpcTrade = onCloseNpcTrade,
onPlayerGoods = onPlayerGoods } )
connect(LocalPlayer, { onFreeCapacityChange = onFreeCapacityChange,
onInventoryChange = onInventoryChange } )
end
function terminate()
npcWindow:destroy()
disconnect(g_game, { onGameEnd = hide,
onOpenNpcTrade = onOpenNpcTrade,
onCloseNpcTrade = onCloseNpcTrade,
onPlayerGoods = onPlayerGoods } )
disconnect(LocalPlayer, { onFreeCapacityChange = onFreeCapacityChange,
onInventoryChange = onInventoryChange } )
end
function show()
if g_game.isOnline() then
if #tradeItems[BUY] > 0 then
radioTabs:selectWidget(buyTab)
else
radioTabs:selectWidget(sellTab)
end
npcWindow:show()
npcWindow:raise()
npcWindow:focus()
end
end
function hide()
npcWindow:hide()
end
function onItemBoxChecked(widget)
if widget:isChecked() then
local item = widget.item
selectedItem = item
refreshItem(item)
tradeButton:enable()
end
end
function onQuantityValueChange(quantity)
if selectedItem then
weightLabel:setText(string.format('%.2f', selectedItem.weight*quantity) .. ' ' .. WEIGHT_UNIT)
priceLabel:setText(getItemPrice(selectedItem) .. ' ' .. CURRENCY)
end
end
function onTradeTypeChange(radioTabs, selected, deselected)
tradeButton:setText(selected:getText())
selected:setOn(true)
deselected:setOn(false)
local currentTradeType = getCurrentTradeType()
buyWithBackpack:setVisible(currentTradeType == BUY)
ignoreCapacity:setVisible(currentTradeType == BUY)
ignoreEquipped:setVisible(currentTradeType == SELL)
showAllItems:setVisible(currentTradeType == SELL)
refreshTradeItems()
refreshPlayerGoods()
end
function onTradeClick()
if getCurrentTradeType() == BUY then
g_game.buyItem(selectedItem.ptr, quantityScroll:getValue(), ignoreCapacity:isChecked(), buyWithBackpack:isChecked())
else
g_game.sellItem(selectedItem.ptr, quantityScroll:getValue(), ignoreEquipped:isChecked())
end
end
function onSearchTextChange()
refreshPlayerGoods()
end
function itemPopup(self, mousePosition, mouseButton)
if cancelNextRelease then
cancelNextRelease = false
return false
end
if mouseButton == MouseRightButton then
local menu = g_ui.createWidget('PopupMenu')
menu:addOption(tr('Look'), function() return g_game.inspectNpcTrade(self:getItem()) end)
menu:display(mousePosition)
return true
elseif ((g_mouse.isPressed(MouseLeftButton) and mouseButton == MouseRightButton)
or (g_mouse.isPressed(MouseRightButton) and mouseButton == MouseLeftButton)) then
cancelNextRelease = true
g_game.inspectNpcTrade(self:getItem())
return true
end
return false
end
function onBuyWithBackpackChange()
if selectedItem then
refreshItem(selectedItem)
end
end
function onIgnoreCapacityChange()
refreshPlayerGoods()
end
function onIgnoreEquippedChange()
refreshPlayerGoods()
end
function onShowAllItemsChange()
refreshPlayerGoods()
end
function setCurrency(currency)
CURRENCY = currency
end
function showCapacity(state)
showCapacity = state
end
function clearSelectedItem()
nameLabel:clearText()
weightLabel:clearText()
priceLabel:clearText()
tradeButton:disable()
quantityScroll:setMaximum(1)
if selectedItem then
radioItems:selectWidget(nil)
selectedItem = nil
end
end
function getCurrentTradeType()
if tradeButton:getText() == tr('Buy') then
return BUY
else
return SELL
end
end
function getItemPrice(item, single)
local amount = 1
local single = single or false
if not single then
amount = quantityScroll:getValue()
end
if getCurrentTradeType() == BUY then
if buyWithBackpack:isChecked() then
if item.ptr:isStackable() then
return item.price*amount + 20
else
return item.price*amount + math.ceil(amount/20)*20
end
end
end
return item.price*amount
end
function getSellQuantity(item)
if not playerItems[item.ptr:getId()] then
return 0
end
local removeAmount = 0
if ignoreEquipped:isChecked() then
local localPlayer = g_game.getLocalPlayer()
for i=1,LAST_INVENTORY do
local inventoryItem = localPlayer:getInventoryItem(i)
if inventoryItem and inventoryItem:getId() == item.ptr:getId() then
removeAmount = removeAmount + inventoryItem:getCount()
end
end
end
return playerItems[item.ptr:getId()] - removeAmount
end
function canTradeItem(item)
if getCurrentTradeType() == BUY then
return (ignoreCapacity:isChecked() or (not ignoreCapacity:isChecked() and playerFreeCapacity >= item.weight)) and playerMoney >= getItemPrice(item, true)
else
return getSellQuantity(item) > 0
end
end
function refreshItem(item)
nameLabel:setText(item.name)
weightLabel:setText(string.format('%.2f', item.weight) .. ' ' .. WEIGHT_UNIT)
priceLabel:setText(getItemPrice(item) .. ' ' .. CURRENCY)
if getCurrentTradeType() == BUY then
local capacityMaxCount = math.floor(playerFreeCapacity / item.weight)
if ignoreCapacity:isChecked() then
capacityMaxCount = 100
end
local priceMaxCount = math.floor(playerMoney / getItemPrice(item, true))
local finalCount = math.max(0, math.min(100, math.min(priceMaxCount, capacityMaxCount)))
quantityScroll:setMaximum(finalCount)
if quantityScroll:getValue() > finalCount then
quantityScroll:setValue(finalCount)
end
else
local removeAmount = 0
if ignoreEquipped:isChecked() then
local localPlayer = g_game.getLocalPlayer()
for i=1,LAST_INVENTORY do
local inventoryItem = localPlayer:getInventoryItem(i)
if inventoryItem and inventoryItem:getId() == item.ptr:getId() then
removeAmount = removeAmount + inventoryItem:getCount()
end
end
end
quantityScroll:setMaximum(math.max(0, math.min(100, getSellQuantity(item))))
end
setupPanel:enable()
end
function refreshTradeItems()
local layout = itemsPanel:getLayout()
layout:disableUpdates()
clearSelectedItem()
searchText:clearText()
setupPanel:disable()
itemsPanel:destroyChildren()
if radioItems then
radioItems:destroy()
end
radioItems = UIRadioGroup.create()
local currentTradeItems = tradeItems[getCurrentTradeType()]
for key,item in pairs(currentTradeItems) do
local itemBox = g_ui.createWidget('NPCItemBox', itemsPanel)
itemBox.item = item
local text = ''
local name = item.name
text = text .. name
if showCapacity then
local weight = string.format('%.2f', item.weight) .. ' ' .. WEIGHT_UNIT
text = text .. '\n' .. weight
end
local price = item.price .. ' ' .. CURRENCY
text = text .. '\n' .. price
itemBox:setText(text)
local itemWidget = itemBox:getChildById('item')
itemWidget:setItem(item.ptr)
itemWidget.onMouseRelease = itemPopup
radioItems:addWidget(itemBox)
end
layout:enableUpdates()
layout:update()
end
function refreshPlayerGoods()
moneyLabel:setText(playerMoney .. ' ' .. CURRENCY)
capacityLabel:setText(string.format('%.2f', playerFreeCapacity) .. ' ' .. WEIGHT_UNIT)
local currentTradeType = getCurrentTradeType()
local searchFilter = searchText:getText():lower()
local foundSelectedItem = false
local items = itemsPanel:getChildCount()
for i=1,items do
local itemWidget = itemsPanel:getChildByIndex(i)
local item = itemWidget.item
local canTrade = canTradeItem(item)
itemWidget:setOn(canTrade)
local searchCondition = (searchFilter == '') or (searchFilter ~= '' and string.find(item.name:lower(), searchFilter) ~= nil)
local showAllItemsCondition = (currentTradeType == BUY) or (showAllItems:isChecked()) or (currentTradeType == SELL and not showAllItems:isChecked() and canTrade)
itemWidget:setVisible(searchCondition and showAllItemsCondition)
if selectedItem == item and itemWidget:isEnabled() and itemWidget:isVisible() then
foundSelectedItem = true
end
end
if not foundSelectedItem then
clearSelectedItem()
end
if selectedItem then
refreshItem(selectedItem)
end
end
function onOpenNpcTrade(items)
tradeItems[BUY] = {}
tradeItems[SELL] = {}
for key,item in pairs(items) do
if item[4] > 0 then
local newItem = {}
newItem.ptr = item[1]
newItem.name = item[2]
newItem.weight = item[3] / 100
newItem.price = item[4]
table.insert(tradeItems[BUY], newItem)
end
if item[5] > 0 then
local newItem = {}
newItem.ptr = item[1]
newItem.name = item[2]
newItem.weight = item[3] / 100
newItem.price = item[5]
table.insert(tradeItems[SELL], newItem)
end
end
refreshTradeItems()
addEvent(show) -- player goods has not been parsed yet
end
function closeNpcTrade()
g_game.closeNpcTrade()
hide()
end
function onCloseNpcTrade()
hide()
end
function onPlayerGoods(money, items)
playerMoney = money
playerItems = {}
for key,item in pairs(items) do
local id = item[1]:getId()
if not playerItems[id] then
playerItems[id] = item[2]
else
playerItems[id] = playerItems[id] + item[2]
end
end
refreshPlayerGoods()
end
function onFreeCapacityChange(localPlayer, freeCapacity, oldFreeCapacity)
playerFreeCapacity = freeCapacity
if npcWindow:isVisible() then
refreshPlayerGoods()
end
end
function onInventoryChange(inventory, item, oldItem)
if selectedItem then
refreshItem(selectedItem)
end
end