forked from minetest-mods/unified_inventory
4c982dd667
Commit 043f608145
made shaped crafting
recipes display in a grid of the recipe's minimum bounding box,
but broke the use of a fixed 1x1 grid shape for cooking recipes.
This commit generalises the dynamic-grid-shape facility, putting the
craft type registration in charge. This restores the correct shape for
cooking recipes.
Also change the logic for dynamic grid sizes for regular shaped and
shapeless crafting. We'd like to always use a grid shape that is
reminiscent of a regular crafting grid, as a visual cue to the crafting
method. But it's also nice to show smaller recipes in a smaller grid.
In the expectation that crafting grids will always be square, show the
recipe in the smallest square grid that will accommodate it.
324 lines
10 KiB
Lua
324 lines
10 KiB
Lua
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minetest.register_privilege("creative", {
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description = "Can use the creative inventory",
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give_to_singleplayer = false,
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})
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local trash = minetest.create_detached_inventory("trash", {
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--allow_put = function(inv, listname, index, stack, player)
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-- if unified_inventory.is_creative(player:get_player_name()) then
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-- return stack:get_count()
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-- else
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-- return 0
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-- end
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--end,
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on_put = function(inv, listname, index, stack, player)
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inv:set_stack(listname, index, nil)
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local player_name = player:get_player_name()
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minetest.sound_play("trash", {to_player=player_name, gain = 1.0})
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end,
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})
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trash:set_size("main", 1)
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unified_inventory.register_button("craft", {
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type = "image",
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image = "ui_craft_icon.png",
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})
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unified_inventory.register_button("craftguide", {
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type = "image",
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image = "ui_craftguide_icon.png",
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})
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unified_inventory.register_button("home_gui_set", {
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type = "image",
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image = "ui_sethome_icon.png",
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action = function(player)
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local player_name = player:get_player_name()
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unified_inventory.set_home(player, player:getpos())
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local home = unified_inventory.home_pos[player_name]
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if home ~= nil then
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minetest.sound_play("dingdong",
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{to_player=player_name, gain = 1.0})
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minetest.chat_send_player(player_name,
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"Home position set to: "
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..minetest.pos_to_string(home))
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end
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end,
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})
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unified_inventory.register_button("home_gui_go", {
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type = "image",
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image = "ui_gohome_icon.png",
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action = function(player)
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minetest.sound_play("teleport",
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{to_player=player:get_player_name(), gain = 1.0})
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unified_inventory.go_home(player)
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end,
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})
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unified_inventory.register_button("misc_set_day", {
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type = "image",
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image = "ui_sun_icon.png",
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action = function(player)
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local player_name = player:get_player_name()
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if minetest.check_player_privs(player_name, {settime=true}) then
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minetest.sound_play("birds",
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{to_player=player_name, gain = 1.0})
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minetest.set_timeofday((6000 % 24000) / 24000)
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minetest.chat_send_player(player_name,
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"Time of day set to 6am")
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else
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minetest.chat_send_player(player_name,
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"You don't have the"
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.." settime priviledge!")
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end
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end,
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})
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unified_inventory.register_button("misc_set_night", {
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type = "image",
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image = "ui_moon_icon.png",
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action = function(player)
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local player_name = player:get_player_name()
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if minetest.check_player_privs(player_name, {settime=true}) then
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minetest.sound_play("owl",
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{to_player=player_name, gain = 1.0})
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minetest.set_timeofday((21000 % 24000) / 24000)
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minetest.chat_send_player(player_name,
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"Time of day set to 9pm")
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else
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minetest.chat_send_player(player_name,
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"You don't have the"
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.." settime priviledge!")
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end
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end,
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})
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unified_inventory.register_button("clear_inv", {
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type = "image",
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image = "ui_trash_icon.png",
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action = function(player)
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local player_name = player:get_player_name()
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if not unified_inventory.is_creative(player_name) then
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minetest.chat_send_player(player_name,
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"This button has been disabled outside"
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.." of creative mode to prevent"
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.." accidental inventory trashing."
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.." Use the trash slot instead.")
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return
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end
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player:get_inventory():set_list("main", {})
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minetest.chat_send_player(player_name, 'Inventory Cleared!')
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minetest.sound_play("trash_all",
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{to_player=player_name, gain = 1.0})
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end,
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})
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unified_inventory.register_page("craft", {
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get_formspec = function(player, formspec)
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local player_name = player:get_player_name()
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local formspec = "background[0,1;8,3;ui_crafting_form.png]"
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formspec = formspec.."background[0,4.5;8,4;ui_main_inventory.png]"
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formspec = formspec.."label[0,0;Crafting]"
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formspec = formspec.."listcolors[#00000000;#00000000]"
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formspec = formspec.."list[current_player;craftpreview;6,1;1,1;]"
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formspec = formspec.."list[current_player;craft;2,1;3,3;]"
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formspec = formspec.."label[7,2.5;Trash:]"
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formspec = formspec.."list[detached:trash;main;7,3;1,1;]"
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if unified_inventory.is_creative(player_name) then
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formspec = formspec.."label[0,2.5;Refill:]"
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formspec = formspec.."list[detached:"..minetest.formspec_escape(player_name).."refill;main;0,3;1,1;]"
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end
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return {formspec=formspec}
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end,
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})
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-- stack_image_button(): generate a form button displaying a stack of items
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--
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-- Normally a simple item_image_button[] is used. If the stack contains
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-- more than one item, item_image_button[] doesn't have an option to
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-- display an item count in the way that an inventory slot does, so
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-- we have to fake it using the label facility.
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--
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-- The specified item may be a group. In that case, the group will be
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-- represented by some item in the group, along with a flag indicating
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-- that it's a group. If the group contains only one item, it will be
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-- treated as if that item had been specified directly.
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local function stack_image_button(x, y, w, h, buttonname_prefix, item)
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local name = item:get_name()
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local count = item:get_count()
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local show_is_group = false
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local displayitem = name
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local selectitem = name
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if name:sub(1, 6) == "group:" then
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local group_name = name:sub(7)
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local group_item = unified_inventory.get_group_item(group_name)
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show_is_group = not group_item.sole
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displayitem = group_item.item or "unknown"
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selectitem = group_item.sole and displayitem or name
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end
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local label = string.format("\n\n%s%7d", show_is_group and "G" or " ", count):gsub(" 1$", " .")
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if label == "\n\n ." then label = "" end
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return string.format("item_image_button[%u,%u;%u,%u;%s;%s;%s]",
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x, y, w, h,
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minetest.formspec_escape(displayitem),
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minetest.formspec_escape(buttonname_prefix..unified_inventory.mangle_for_formspec(selectitem)),
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label)
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end
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unified_inventory.register_page("craftguide", {
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get_formspec = function(player)
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local player_name = player:get_player_name()
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local formspec = ""
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formspec = formspec.."background[0,4.5;8,4;ui_main_inventory.png]"
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formspec = formspec.."background[0,1;8,3;ui_craftguide_form.png]"
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formspec = formspec.."label[0,0;Crafting Guide]"
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formspec = formspec.."listcolors[#00000000;#00000000]"
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local craftinv = minetest.get_inventory({
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type = "detached",
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name = player_name.."craftrecipe"
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})
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local item_name = unified_inventory.current_item[player_name] or ""
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formspec = formspec.."textarea[0.3,0.6;10,1;;Result: "..minetest.formspec_escape(item_name)..";]"
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formspec = formspec.."list[detached:"..minetest.formspec_escape(player_name).."craftrecipe;output;6,1;1,1;]"
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local alternate, alternates, craft, craft_type
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alternate = unified_inventory.alternate[player_name]
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local crafts = unified_inventory.crafts_table[item_name]
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if crafts ~= nil and #crafts > 0 then
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alternates = #crafts
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craft = crafts[alternate]
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end
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if craft then
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craftinv:set_stack("output", 1, craft.output)
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craft_type = unified_inventory.registered_craft_types[craft.type] or
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unified_inventory.craft_type_defaults(craft.type, {})
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formspec = formspec.."label[6,3.35;Method:]"
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formspec = formspec.."label[6,3.75;"
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..minetest.formspec_escape(craft_type.description).."]"
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else
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craftinv:set_stack("output", 1, item_name)
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craft_type = unified_inventory.craft_type_defaults("", {})
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formspec = formspec.."label[6,3.35;No recipes]"
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end
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local display_size = craft_type.dynamic_display_size and craft_type.dynamic_display_size(craft) or { width = craft_type.width, height = craft_type.height }
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local craft_width = craft_type.get_shaped_craft_width and craft_type.get_shaped_craft_width(craft) or display_size.width
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-- This keeps recipes aligned to the right,
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-- so that they're close to the arrow.
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local xoffset = 1 + (3 - display_size.width)
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for y = 1, display_size.height do
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for x = 1, display_size.width do
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local item
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if craft and x <= craft_width then
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item = craft.items[(y-1) * craft_width + x]
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end
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if item then
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formspec = formspec..stack_image_button(
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xoffset + x, y, 1.1, 1.1,
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"item_button_", ItemStack(item))
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else
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-- Fake buttons just to make grid
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formspec = formspec.."image_button["
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..tostring(xoffset + x)..","..tostring(y)
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..";1,1;ui_blank_image.png;;]"
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end
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end
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end
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if craft_type.uses_crafting_grid then
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formspec = formspec.."label[6,1.95;Copy to craft grid:]"
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.."button[6,2.5;0.6,0.5;craftguide_craft_1;1]"
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.."button[6.6,2.5;0.6,0.5;craftguide_craft_10;10]"
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.."button[7.2,2.5;0.6,0.5;craftguide_craft_max;All]"
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end
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if alternates and alternates > 1 then
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formspec = formspec.."label[0,2.6;Recipe "
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..tostring(alternate).." of "
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..tostring(alternates).."]"
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.."button[0,3.15;2,1;alternate;Alternate]"
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end
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return {formspec = formspec}
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end,
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})
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local amount
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for k, v in pairs(fields) do
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amount = k:match("craftguide_craft_(.*)")
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if amount then break end
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end
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if not amount then return end
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local player_name = player:get_player_name()
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local recipe_inv = minetest.get_inventory({
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type="detached",
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name=player_name.."craftrecipe",
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})
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local output = unified_inventory.current_item[player_name]
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if (not output) or (output == "") then return end
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local player_inv = player:get_inventory()
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local crafts = unified_inventory.crafts_table[output]
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if (not crafts) or (#crafts == 0) then return end
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local alternate = unified_inventory.alternate[player_name]
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local craft = crafts[alternate]
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if craft.width > 3 then return end
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local needed = craft.items
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local craft_list = player_inv:get_list("craft")
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local width = craft.width
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if width == 0 then
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-- Shapeless recipe
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width = 3
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end
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if amount == "max" then
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amount = 99 -- Arbitrary; need better way to do this.
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else
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amount = tonumber(amount)
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end
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for iter = 1, amount do
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local index = 1
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for y = 1, 3 do
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for x = 1, width do
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local needed_item = needed[index]
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if needed_item then
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local craft_index = ((y - 1) * 3) + x
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local craft_item = craft_list[craft_index]
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if (not craft_item) or (craft_item:is_empty()) or (craft_item:get_name() == needed_item) then
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itemname = craft_item and craft_item:get_name() or needed_item
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local needed_stack = ItemStack(needed_item)
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if player_inv:contains_item("main", needed_stack) then
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local count = (craft_item and craft_item:get_count() or 0) + 1
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if count <= needed_stack:get_definition().stack_max then
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local stack = ItemStack({name=needed_item, count=count})
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craft_list[craft_index] = stack
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player_inv:remove_item("main", needed_stack)
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end
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end
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end
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end
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index = index + 1
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end
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end
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end
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player_inv:set_list("craft", craft_list)
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unified_inventory.set_inventory_formspec(player, "craft")
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end)
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