Fix load shop, implement vendor NPC transactions
Splits out the original merchandise chest into two chests: a private merchandise chest in a dummy cell that sources the shelves when visiting a shop and a public chest in the interior of the shop that allows visitors to sell items and owners to deposit or withdraw items from the shop merchandise.
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@ -1,4 +1,4 @@
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Scriptname BRMerchChestScript extends ObjectReference
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scriptname BRMerchChestScript extends ObjectReference
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Keyword property BRLinkMerchShelf auto
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Keyword property BRLinkMerchChest auto
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@ -8,46 +8,116 @@ Keyword property BRLinkMerchToggle auto
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Keyword property BRLinkMerchNext auto
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Keyword property BRLinkMerchPrev auto
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Activator property ActivatorStatic auto
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Actor Property PlayerRef Auto
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Quest Property BRQuest Auto
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Actor property PlayerRef auto
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Quest property BRQuest auto
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MiscObject property Gold001 auto
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FormList property BREmptyFormList auto
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ObjectReference property boughtItemRef auto
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Form property boughtItemBase auto
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int property boughtItemQuantity auto
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int property boughtAmount auto
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ObjectReference property soldItemRef auto
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Form property soldItemBase auto
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int property soldItemQuantity auto
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int property soldAmount auto
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event OnInit()
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debug.Trace("BRMerchChestScript OnInit")
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AddInventoryEventFilter(BREmptyFormList)
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endEvent
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event OnMenuClose(string menuName)
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if menuName == "ContainerMenu"
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Debug.Trace("BRMerchChestScript container menu closed")
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if menuName == "BarterMenu"
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debug.Trace("BRMerchChestScript barter menu closed, stop listending to add/remove events")
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AddInventoryEventFilter(BREmptyFormList)
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UnregisterForMenu("BarterMenu")
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endif
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endEvent
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event OnMenuOpen(string menuName)
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if menuName == "BarterMenu"
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debug.Trace("BRMerchChestScript barter menu opened, start listening to add/remove events")
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RemoveAllInventoryEventFilters()
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endif
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endEvent
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Event OnItemRemoved(Form baseItem, int itemCount, ObjectReference itemRef, ObjectReference destContainer)
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if destContainer == PlayerRef
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debug.Trace("BRMerchChestScript item moved to player: " + itemRef + " " + baseItem + " " + itemCount)
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if baseItem == Gold001 as Form
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soldAmount = itemCount
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MaybeCreateTransaction()
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else
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boughtItemRef = itemRef
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boughtItemBase = baseItem
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boughtItemQuantity = itemCount
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MaybeCreateTransaction()
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endif
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endif
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endEvent
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Event OnItemAdded(Form baseItem, int itemCount, ObjectReference itemRef, ObjectReference sourceContainer)
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if sourceContainer == PlayerRef
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debug.Trace("BRMerchChestScript item moved to container from player: " + itemRef + " " + baseItem + " " + itemCount)
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if baseItem == Gold001 as Form
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boughtAmount = itemCount
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MaybeCreateTransaction()
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else
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soldItemRef = itemRef
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soldItemBase = baseItem
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soldItemQuantity = itemCount
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MaybeCreateTransaction()
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endif
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endif
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endEvent
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function MaybeCreateTransaction()
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if boughtAmount > 0 && boughtItemBase && boughtItemQuantity > 0
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debug.Trace("BRMerchChestScript MaybeCreateTransaction creating buy transaction")
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BRQuestScript BRScript = BRQuest as BRQuestScript
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bool result = BRMerchandiseList.Create(BRScript.ApiUrl, BRScript.ApiKey, BRScript.ShopId, self)
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bool result = BRTransaction.CreateFromVendorSale(BRScript.ApiUrl, BRScript.ApiKey, BRScript.ActiveShopId, false, boughtItemQuantity, boughtAmount, boughtItemBase, self)
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if !result
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Debug.MessageBox("Failed to save shop merchandise.\n\n" + BRScript.BugReportCopy)
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Debug.MessageBox("Failed to buy merchandise.\n\n" + BRScript.BugReportCopy)
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endif
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UnregisterForMenu("ContainerMenu")
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endif
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endEvent
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event OnActivate(ObjectReference akActionRef)
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if akActionRef == PlayerRef
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Debug.Trace("BRMerchChestScript container was opened")
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RegisterForMenu("ContainerMenu")
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endif
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endEvent
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event OnCreateMerchandiseSuccess(bool created, int id)
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Debug.Trace("BRMerchChestScript OnCreateMerchandiseSuccess created: " + created + " id: " + id)
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if created
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boughtAmount = 0
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boughtItemBase = None
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boughtItemRef = None
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boughtItemQuantity = 0
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elseif soldAmount > 0 && soldItemBase && soldItemQuantity > 0
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debug.Trace("BRMerchChestScript MaybeCreateTransaction creating sell transaction")
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BRQuestScript BRScript = BRQuest as BRQuestScript
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BRScript.MerchandiseListId = id;
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Debug.Notification("Saved merchandise successfully")
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bool result = BRTransaction.CreateFromVendorSale(BRScript.ApiUrl, BRScript.ApiKey, BRScript.ActiveShopId, false, boughtItemQuantity, soldAmount, soldItemBase, self)
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if !result
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Debug.MessageBox("Failed to buy merchandise.\n\n" + BRScript.BugReportCopy)
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endif
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soldAmount = 0
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soldItemBase = None
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soldItemRef = None
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soldItemQuantity = 0
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else
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debug.Trace("BRMerchChestScript MaybeCreateTransaction sale not yet finalized")
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endif
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endFunction
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function RefreshMerchandise()
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BRQuestScript BRScript = BRQuest as BRQuestScript
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ObjectReference merchantShelf = self.GetLinkedRef(BRLinkMerchShelf)
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if !BRMerchandiseList.Refresh(BRScript.ApiUrl, BRScript.ApiKey, BRScript.ActiveShopId, merchantShelf, ActivatorStatic, BRLinkMerchShelf, BRLinkMerchChest, BRLinkItemRef, BRLinkActivatorRef, BRLinkMerchToggle, BRLinkMerchNext, BRLinkMerchPrev)
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Debug.MessageBox("Failed refresh merchandise.\n\n" + BRScript.BugReportCopy)
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endif
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else
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Debug.Trace("BRMerchChestScript no container changes to save to the server")
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endif
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endFunction
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event OnCreateTransactionSuccess(int id, int quantity, int amount)
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debug.Trace("BRMerchChestScript OnCreateTransactionSuccess id: " + id + " quantity: " + quantity + " amount: " + amount)
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ObjectReference merchRef = self.GetLinkedRef(BRLinkItemRef)
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RefreshMerchandise()
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endEvent
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event OnCreateMerchandiseFail(string error)
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Debug.Trace("BRMerchChestScript OnCreateMerchandiseFail error: " + error)
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; TODO: gracefully handle expected error cases (e.g. someone else buys all of item before this player can buy them)
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Event OnCreateTransactionFail(string error)
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Debug.Trace("BRMerchChestScript OnCreateTransactionFail error: " + error)
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BRQuestScript BRScript = BRQuest as BRQuestScript
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Debug.MessageBox("Failed to save shop merchandise.\n\n" + error + "\n\n" + BRScript.BugReportCopy)
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Debug.MessageBox("Failed to buy merchandise.\n\n" + error + "\n\n" + BRScript.BugReportCopy)
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RefreshMerchandise()
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endEvent
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82
Source/Scripts/BRPublicMerchChestScript.psc
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82
Source/Scripts/BRPublicMerchChestScript.psc
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@ -0,0 +1,82 @@
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scriptname BRPublicMerchChestScript extends ObjectReference
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Keyword property BRLinkMerchShelf auto
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Keyword property BRLinkMerchChest auto
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Keyword property BRLinkItemRef auto
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Keyword property BRLinkActivatorRef auto
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Keyword property BRLinkMerchToggle auto
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Keyword property BRLinkMerchNext auto
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Keyword property BRLinkMerchPrev auto
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Activator property ActivatorStatic auto
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Actor property PlayerRef auto
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Quest property BRQuest auto
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FormList property BREmptyFormList auto
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event OnInit()
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Debug.Trace("BRPublicMerchChestScript OnInit")
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AddInventoryEventFilter(BREmptyFormList)
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endEvent
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event OnMenuClose(string menuName)
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if menuName == "ContainerMenu"
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Debug.Trace("BRPublicMerchChestScript container menu closed")
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BRQuestScript BRScript = BRQuest as BRQuestScript
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if BRScript.ActiveShopId == BRScript.ShopId
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bool result = BRMerchandiseList.Create(BRScript.ApiUrl, BRScript.ApiKey, BRScript.ShopId, self)
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if !result
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Debug.MessageBox("Failed to save shop merchandise.\n\n" + BRScript.BugReportCopy)
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endif
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endif
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UnregisterForMenu("ContainerMenu")
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AddInventoryEventFilter(BREmptyFormList)
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endif
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endEvent
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event OnMenuOpen(string menuName)
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if menuName == "ContainerMenu"
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debug.Trace("BRPublicMerchChestScript container menu opened, start listening to add/remove events")
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BRQuestScript BRScript = BRQuest as BRQuestScript
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if BRScript.ActiveShopId != BRScript.ShopId
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debug.Notification("Add items to chest to sell them to this shop")
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RemoveAllInventoryEventFilters()
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endif
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endif
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endEvent
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event OnActivate(ObjectReference akActionRef)
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if akActionRef == PlayerRef
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Debug.Trace("BRPublicMerchChestScript container was opened")
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RegisterForMenu("ContainerMenu")
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endif
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endEvent
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Event OnItemAdded(Form baseItem, int itemCount, ObjectReference itemRef, ObjectReference sourceContainer)
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if sourceContainer == PlayerRef
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; TODO: implement selling, for now it rejects all additions
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debug.Notification("Trade rejected")
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RemoveAllItems()
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PlayerRef.AddItem(baseItem, 1)
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endif
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endEvent
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event OnCreateMerchandiseSuccess(bool created, int id)
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Debug.Trace("BRPublicMerchChestScript OnCreateMerchandiseSuccess created: " + created + " id: " + id)
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if created
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BRQuestScript BRScript = BRQuest as BRQuestScript
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BRScript.MerchandiseListId = id;
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Debug.Notification("Saved merchandise successfully")
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ObjectReference merchantShelf = self.GetLinkedRef(BRLinkMerchShelf)
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if !BRMerchandiseList.Refresh(BRScript.ApiUrl, BRScript.ApiKey, BRScript.ActiveShopId, merchantShelf, ActivatorStatic, BRLinkMerchShelf, BRLinkMerchChest, BRLinkItemRef, BRLinkActivatorRef, BRLinkMerchToggle, BRLinkMerchNext, BRLinkMerchPrev)
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Debug.MessageBox("Failed refresh merchandise.\n\n" + BRScript.BugReportCopy)
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endif
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else
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Debug.Trace("BRPublicMerchChestScript no container changes to save to the server")
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endif
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endEvent
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event OnCreateMerchandiseFail(string error)
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Debug.Trace("BRPublicMerchChestScript OnCreateMerchandiseFail error: " + error)
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BRQuestScript BRScript = BRQuest as BRQuestScript
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Debug.MessageBox("Failed to save shop merchandise.\n\n" + error + "\n\n" + BRScript.BugReportCopy)
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endEvent
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@ -133,21 +133,18 @@ bool function SaveInteriorRefs()
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endFunction
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event OnCreateInteriorRefListSuccess(int id)
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Debug.Trace("BRQuestSCript OnCreateInteriorRefListSuccess id: " + id)
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Debug.Trace("BRQuestScript OnCreateInteriorRefListSuccess id: " + id)
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InteriorRefListId = id
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Debug.MessageBox("Successfully saved shop.")
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endEvent
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event OnCreateInteriorRefListFail(string error)
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Debug.Trace("BRQuestSCript OnCreateInteriorRefListFail error: " + error)
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Debug.Trace("BRQuestScript OnCreateInteriorRefListFail error: " + error)
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Debug.MessageBox("Failed to save shop.\n\n" + error + "\n\n" + BugReportCopy)
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endEvent
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bool function LoadInteriorRefs()
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; TODO: this should not load anything if player is not currently in their shop
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ActiveShopId = ShopId
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ActiveShopName = ShopName
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ActiveShopDescription = ShopDescription
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bool result = BRInteriorRefList.ClearCell()
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if !result
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Debug.MessageBox("Failed to clear existing shop before loading in new shop.\n\n" + BugReportCopy)
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@ -164,12 +161,15 @@ bool function LoadInteriorRefs()
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endFunction
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event OnLoadInteriorRefListSuccess(bool result)
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Debug.Trace("BRQuestSCript OnLoadInteriorRefListSuccess result: " + result)
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Debug.Trace("BRQuestScript OnLoadInteriorRefListSuccess result: " + result)
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ActiveShopId = ShopId
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ActiveShopName = ShopName
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ActiveShopDescription = ShopDescription
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Debug.MessageBox("Successfully loaded shop")
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endEvent
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event OnLoadInteriorRefListFail(string error)
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Debug.Trace("BRQuestSCript OnLoadInteriorRefListFail error: " + error)
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Debug.Trace("BRQuestScript OnLoadInteriorRefListFail error: " + error)
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Debug.MessageBox("Failed to load shop.\n\n" + error + "\n\n" + BugReportCopy)
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endEvent
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@ -1,3 +1,4 @@
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scriptname BRTransaction
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bool function Create(string apiUrl, string apiKey, int shop_id, bool is_sell, int quantity, int amount, Keyword item_keyword, ObjectReference activator) global native
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bool function CreateFromVendorSale(string apiUrl, string apiKey, int shop_id, bool is_sell, int quantity, int amount, Form merch_base, ObjectReference merch_chest) global native
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Source/Scripts/BRVendorScript.psc
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17
Source/Scripts/BRVendorScript.psc
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scriptname BRVendorScript extends Actor
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ObjectReference property BRMerchChest auto
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event OnActivate(ObjectReference akActionRef)
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debug.Trace("BRVendorScript OnActivate")
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BRMerchChest.RegisterForMenu("BarterMenu")
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RegisterForMenu("Dialogue Menu")
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endEvent
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event OnMenuClose(string menuName)
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if menuName == "Dialogue Menu"
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debug.Trace("BRVendorScript OnMenuClose Dialogue Menu")
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BRMerchChest.UnregisterForMenu("BarterMenu")
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UnregisterForMenu("Dialogue Menu")
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endif
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endEvent
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