Dynamically add trading tier badge to texture
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@ -70,11 +70,11 @@ local tiernames = {
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}
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}
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local badges = {
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local badges = {
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"mcl_core:wood",
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"default_wood.png",
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"mcl_core:stone",
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"default_stone.png",
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"mcl_core:goldblock",
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"default_gold_block.png",
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"mcl_core:emeraldblock",
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"mcl_core_emerald_block.png",
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"mcl_core:diamondblock",
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"default_diamond_block.png",
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}
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}
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local professions = {
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local professions = {
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@ -163,7 +163,7 @@ local professions = {
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},
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},
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fletcher = {
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fletcher = {
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name = N("Fletcher"),
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name = N("Fletcher"),
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texture = {
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textures = {
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png",
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},
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},
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@ -205,7 +205,7 @@ local professions = {
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},
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},
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shepherd ={
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shepherd ={
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name = N("Shepherd"),
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name = N("Shepherd"),
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texture = {
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textures = {
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png",
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"mobs_mc_villager_farmer.png",
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},
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},
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@ -563,12 +563,18 @@ local function init_trader_vars(self)
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end
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end
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end
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end
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local function set_texture(self)
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local function get_badge_textures(self)
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local t = table.copy(professions[self._profession].textures)
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local t = professions[self._profession].textures
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--t[1] = "[combine:<w>x<h>:<x1>,<y1>="..t[1]..":30,50="..badges[self._max_trade_tier].."^[resize:16x16"
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if self._profession == "unemployed" or self._profession == "nitwit" then return t end
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local tier = self._max_trade_tier or 1
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return {
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self.object:set_properties({textures=t})
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"[combine:64x64:0,0="..t[1]..":11,55=".. badges[tier].."\\^[resize\\:2x2",
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t[2]
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}
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end
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local function set_textures(self)
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self.object:set_properties({textures=get_badge_textures(self)})
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end
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end
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local function go_home(entity)
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local function go_home(entity)
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@ -605,7 +611,7 @@ local function employ(self,jobsite_pos)
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self._profession=p
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self._profession=p
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m:set_string("villager",self._id)
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m:set_string("villager",self._id)
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self._jobsite = jobsite_pos
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self._jobsite = jobsite_pos
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self.object:set_properties({textures=professions[self._profession].textures})
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set_textures(self)
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return true
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return true
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end
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end
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end
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end
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@ -1112,6 +1118,10 @@ local trade_inventory = {
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-- First-time trade unlock all trades and unlock next trade tier
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-- First-time trade unlock all trades and unlock next trade tier
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if trade.tier + 1 > trader._max_trade_tier then
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if trade.tier + 1 > trader._max_trade_tier then
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trader._max_trade_tier = trader._max_trade_tier + 1
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trader._max_trade_tier = trader._max_trade_tier + 1
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if trader._max_trade_tier > #professions[trader._profession].trades then
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trader._max_trade_tier = #professions[trader._profession].trades
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end
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set_textures(trader)
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update_max_tradenum(trader)
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update_max_tradenum(trader)
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update_formspec = true
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update_formspec = true
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end
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end
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@ -1342,12 +1352,12 @@ mobs:register_mob("mobs_mc:villager", {
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on_spawn = function(self)
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on_spawn = function(self)
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if self._id then
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if self._id then
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self.object:set_properties({textures=professions[self._profession].textures})
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set_textures(self)
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return
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return
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end
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end
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self._id=minetest.sha1(minetest.get_gametime()..minetest.pos_to_string(self.object:get_pos())..tostring(math.random()))
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self._id=minetest.sha1(minetest.get_gametime()..minetest.pos_to_string(self.object:get_pos())..tostring(math.random()))
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self._profession = "unemployed"
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self._profession = "unemployed"
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self.object:set_properties({textures=professions[self._profession].textures})
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set_textures(self)
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end,
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end,
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on_die = function(self, pos)
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on_die = function(self, pos)
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-- Close open trade formspecs and give input back to players
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-- Close open trade formspecs and give input back to players
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