Compare commits

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429 Commits
1.0 ... 1.7.3

Author SHA1 Message Date
1e9c3ce55a Minor cleaning 2022-07-01 17:28:50 +02:00
1627172cce Check string limits correctly 2022-07-01 17:15:10 +02:00
bd356e4a40 Minor QoL 2022-07-01 15:50:04 +02:00
f26c6af9c4 Minor fix 2022-07-01 15:15:21 +02:00
3f2d983091 Minor tweak 2022-07-01 03:46:25 +02:00
6dd95a6a87 Remove the bullshit and fix the sprite once and for all 2022-07-01 03:36:16 +02:00
32779ab56f Add comments 2022-07-01 03:10:37 +02:00
4ccff6621b Minor tweak 2022-07-01 02:43:05 +02:00
7d0f25e8b2 Minor tweak 2022-07-01 00:47:43 +02:00
652c486249 Tweak textures 2022-06-30 16:31:43 +02:00
9ab47fc0f0 Improve UTF-8 string length counting 2022-06-30 15:18:32 +02:00
c635343c9b Add a 404 image when no item found 2022-06-30 03:10:24 +02:00
662c938afb Minor UI improvement 2022-06-30 02:32:03 +02:00
b2c8447971 Some UI improvements + fix bug with custom tabs 2022-06-30 01:15:35 +02:00
c91f787cb2 Correct condition 2022-06-28 01:24:36 +02:00
dcc4068e46 Fix potential crash during sprite creation 2022-06-28 01:03:41 +02:00
c421c49916 Fix bug with group stereotype 2022-06-23 18:23:03 +02:00
3dfcd95c6f Tweak preprocessor to add -- decrement 2022-06-23 15:04:39 +02:00
72d4a5d4b8 Minor cleaning 2022-06-23 14:14:54 +02:00
f2b4c960ad Fix bug with favs 2022-06-23 02:30:54 +02:00
5d6ce3be18 Improve preprocessor a bit 2022-06-23 01:14:45 +02:00
5f413a150b Minor improvement 2022-06-19 15:23:50 +02:00
563dc719d0 Put a upper limit for sprite creation 2022-06-19 14:47:52 +02:00
56cb236025 Fix again 2022-06-19 03:33:21 +02:00
8525633d4c Improve groups caching 2022-06-19 02:54:11 +02:00
cb1dce66f9 Some last fix 2022-06-19 00:36:57 +02:00
2db1e885fc Minor cleanup 2022-06-18 23:40:22 +02:00
354561d54c Finish animation for group buttons (yay) 2022-06-18 23:20:57 +02:00
8e45f303d3 Some fix to previous commit 2022-06-18 22:32:51 +02:00
a6605263f4 Animated image buttons for groups (needs polish) 2022-06-18 21:52:08 +02:00
e17e1080d3 Remove some unessecerary [resize 2022-06-18 19:59:34 +02:00
f0f94017da Cache groups (testing needed) 2022-06-18 19:53:47 +02:00
cf5f18e1c1 Register creative priv in case MTG is not installed 2022-06-17 03:12:55 +02:00
4736b551a8 Fix crash in progressive mode 2022-06-09 12:33:56 +02:00
e1c0f106cc Fix Luacheck warnings on Ubuntu 22.04 2022-04-26 01:50:25 +02:00
46f1136bb7 Empty slots don't make click sound 2022-04-25 19:24:24 +02:00
e88921fe72 Fix crash 2022-04-25 16:00:49 +02:00
7e0feefc89 API doc: minor correction 2022-03-23 03:52:08 +01:00
44a6256589 Fix tab access on priv revoking 2022-03-21 03:55:22 +01:00
1dd742e887 HUD: minor tweak 2022-03-12 04:30:20 +01:00
518ed971ca Hide pagenum when only one page of skins 2022-03-01 12:15:28 +01:00
e9b8085fde Tweak quick crafting 2022-02-27 19:13:27 +01:00
6dc12390db Tweak sorting 2022-02-27 18:53:26 +01:00
44610b879e Skin selection UI overhaul 2022-02-26 02:09:53 +01:00
b0c9bcf3b9 Update screenshot 2022-02-21 01:02:57 +01:00
de70846d6c Smoother scrolling in skins category 2022-02-20 20:38:51 +01:00
8b6f50b387 Fix potential crash with skinssb 2022-02-20 18:57:52 +01:00
55c6d09389 Wording 2022-01-31 18:09:53 +01:00
e3941a7b71 Add max_waypoints setting 2022-01-16 18:16:56 +01:00
5e8ecf9903 Add util/ 2022-01-15 04:06:31 +01:00
2fa971acb4 Fix missing func 2022-01-11 02:49:44 +01:00
617ef40a1d Small cleanup 2022-01-09 03:29:10 +01:00
6b8e64b532 Split more stuff into different file 2022-01-08 17:33:01 +01:00
eedc77086f Some cleaning 2022-01-08 16:40:10 +01:00
ea10743255 mod.conf fix 2022-01-08 15:59:01 +01:00
4fe094f3ba Add min_version in mod.conf 2022-01-06 13:35:18 +01:00
364534d154 Debug mode: more benchmark precision 2022-01-05 02:12:51 +01:00
11e19dd80a Update issue templates 2022-01-04 16:30:35 +01:00
f0d1caa1b4 Small cleaning 2022-01-04 15:38:59 +01:00
b48c7862dc Add debug_mode setting + cleanup 2022-01-02 14:51:53 +01:00
d8e17687e1 A bit of cleaning 2021-12-25 17:24:30 +01:00
2fadcdefdd Fix variable name 2021-12-25 17:01:25 +01:00
c7f6e1db62 API: fix custom recipe registration 2021-12-24 00:43:38 +01:00
16a1865e11 More cleaning 2021-12-21 17:16:46 +01:00
748cc9a7a1 Small cleaning 2021-12-21 15:39:04 +01:00
edf0867e6c Don't use bitops for 5.4 clients 2021-12-15 13:45:19 +01:00
7275767427 Fix crash with certain mods enabled (address #40) 2021-12-14 21:51:02 +01:00
c9f7e0a40e Standardize global setting names 2021-12-13 00:34:15 +01:00
1f4cec3420 Put back GitHub workflow 2021-12-10 00:35:58 +01:00
612bdc86d1 Update README 2021-12-10 00:09:40 +01:00
03968b70c5 Add a cool ASCII art 2021-12-09 23:59:29 +01:00
10629aeb89 Optimize things out 2021-12-08 16:48:23 +01:00
551a9d517d Small improvement 2021-12-08 02:52:43 +01:00
bcca6f00be Improve rendering of waypoint previews 2021-12-08 02:38:22 +01:00
2fcd559261 Some cleanup 2021-12-07 02:55:04 +01:00
cffdf77e6a Hide items without recipes/usages in survival mode 2021-12-07 00:06:12 +01:00
cacb9a29fd Add legacy_inventory setting (disabled by default) 2021-12-06 15:16:19 +01:00
382ff397a5 HTTP API: Address security hole (thanks @rubenwardy) 2021-12-06 14:44:40 +01:00
e4fdfa60bf Minor optimization 2021-11-30 20:49:50 +01:00
b5bb00b90c Update Screenshot 2021-11-30 19:27:43 +01:00
ab690398b7 Add script for Luacheck 2021-11-30 19:00:47 +01:00
0b4250b54b Small cleaning 2021-11-30 16:55:32 +01:00
b0ed0f8497 Some cleanup 2021-11-30 05:19:17 +01:00
80b675f817 Last commit's cleanup 2021-11-30 05:05:07 +01:00
95b0434f95 Bags can have custom names 2021-11-30 02:30:49 +01:00
94a86fc0c4 Add comment 2021-11-29 20:41:33 +01:00
d459521b67 Small cleaning 2021-11-29 20:24:26 +01:00
939019f4c6 Don't allow putting a filled bag in another bag 2021-11-29 20:03:30 +01:00
27226a0d1b Reduce code + Remove github workflow 2021-11-29 19:22:42 +01:00
91af3b73d2 More cleaning 2021-11-29 15:51:12 +01:00
b92857b42a Support for plantlike in isometric map preview 2021-11-29 04:36:37 +01:00
eaf7c486b8 Add custom operators (Part 2) 2021-11-29 02:48:25 +01:00
34548d8509 Add custom operators (Part 1) 2021-11-29 00:35:50 +01:00
b3f1cf255d Move stuff to HUD 2021-11-26 05:02:08 +01:00
54ba95ac80 API: Add i3.hud_notif 2021-11-26 03:34:01 +01:00
40a8c548ab Make correct inventory cubes 2021-11-25 19:31:27 +01:00
eb5a0a68de Add an isometric area preview on Waypoints 2021-11-25 05:04:01 +01:00
3d9881fd6c Add HUD_SPEED var 2021-11-24 17:12:20 +01:00
b0326dab43 Progressive Mode: more cleaning 2021-11-24 02:46:36 +01:00
02e66f368a Cleanup Progressive mode 2021-11-24 01:50:43 +01:00
0cedd16efe Clean bag code (warning: break backward compat) 2021-11-24 01:08:47 +01:00
88b1e56c87 Small cleaning 2021-11-23 01:47:59 +01:00
1285a77060 Some cleaning 2021-11-22 22:53:14 +01:00
3c1355b13e Re-upload a new screenshot 2021-11-21 22:47:46 +01:00
dae512015e Update Screenshot 2021-11-21 19:28:01 +01:00
ec4e929491 GUI: show wear for recipe output 2021-11-21 18:57:40 +01:00
b4d7dfddef README: Add new badges 2021-11-21 06:03:22 +01:00
a64266498f Some polish to awards fs 2021-11-20 17:12:04 +01:00
734136ac46 Minor thing 2021-11-20 16:38:04 +01:00
6c3d2fe5cf Minor API change 2021-11-19 19:35:41 +01:00
dc8efbd16c De-hardcode 2021-11-19 02:08:29 +01:00
b62687e84b Small cleanup 2021-11-16 08:50:34 +01:00
d95caf847a Little tweaking 2021-11-16 05:09:37 +01:00
8f49914c9f Minor optimizations 2021-11-16 00:23:06 +01:00
c5dec1bc77 Disable fields for no-op buttons 2021-11-15 16:50:27 +01:00
a5751a2771 Small cleanup 2021-11-15 16:30:59 +01:00
58e2eb22a7 Optimize textures 2021-11-15 11:06:25 +01:00
09b34f0274 Add tooltips to options 2021-11-15 03:29:21 +01:00
e60f986484 Minor polish 2021-11-15 01:55:48 +01:00
f2248ae176 Tweak some colors 2021-11-15 00:46:02 +01:00
849fadb674 Some polish to previous commit 2021-11-15 00:09:06 +01:00
2e7dcd714d Totally rework how bags work + other cool stuff 2021-11-14 22:16:40 +01:00
9cc8464111 Little polish 2021-11-11 04:05:13 +01:00
09cb35e1fd Allow for group bag=4 2021-11-09 01:42:17 +01:00
ea8b216fa5 Update Screenshot 2021-11-08 21:56:54 +01:00
d9f8b738e5 Cleanup waypoints code 2021-11-08 21:03:38 +01:00
2f612bb5da Small fix 2021-11-08 20:13:51 +01:00
6f5d0a1760 Inventory sorting: Add option for rejecting items 2021-11-08 20:10:52 +01:00
c51da4a20b New sounds for teleport/trash 2021-11-08 18:48:42 +01:00
af2c1304ac Small tweak 2021-11-07 23:12:09 +01:00
5587341f2e Cleaning + API fix 2021-11-07 22:55:01 +01:00
9afbee72ce Additional check in API 2021-11-06 02:20:34 +01:00
22bfbf1f56 Simplify recipes comparison 2021-11-04 01:01:33 +01:00
f779492aed Add new badge to README 2021-11-03 04:34:29 +01:00
bbe020885c Tweak .luacheck 2021-11-03 04:31:36 +01:00
fdfacba495 Create luacheck.yml 2021-11-03 04:25:58 +01:00
d6085d1c63 Rename folder 2021-11-02 02:11:08 +01:00
47e68a3e92 More cleaning 2021-11-02 01:47:13 +01:00
25e57f6a23 Minor cleaning 2021-11-01 15:43:38 +01:00
4fcf4f5790 Rename some variables 2021-11-01 15:34:10 +01:00
1728f4beac Add 'ignore hotbar' option for inventory sorting 2021-11-01 15:29:20 +01:00
9276598e3e Add new buttons to main inventory, add inventory sorting methods + API 2021-10-31 23:17:15 +01:00
8d7ca9df18 Add online recipe to tests 2021-10-31 15:03:47 +01:00
3b98f4bec7 Wording 2021-10-25 23:41:56 +02:00
980adeb71f Some cleaning 2021-10-25 22:00:19 +02:00
2d9e4ee474 Fix CRLF 2021-10-25 19:18:11 +02:00
3a83e015ae Small cleaning 2021-10-25 07:38:18 +02:00
6d2682b8d9 Cleaning 2021-10-25 06:45:50 +02:00
9e50f58f5b Add Compression API 2021-10-25 00:23:44 +02:00
bd5ea4e6a8 Split init.lua into separate files (Part II) 2021-10-24 23:31:01 +02:00
caba7f3599 Some cleaning 2021-10-19 06:54:34 +02:00
43b20b317e Add Troubleshooting to README 2021-10-19 05:17:27 +02:00
8cd04deff4 API Cleanup 2021-10-19 04:16:23 +02:00
853ddc9d94 Split init.lua into separate files (Part I) 2021-10-19 03:42:45 +02:00
f8ac9c45d1 Add i3.get_recipes() 2021-10-18 21:24:29 +02:00
b6d36e59b0 Add missing doc 2021-10-18 21:11:07 +02:00
744c9d5b02 Follow-up commit 2021-10-18 21:03:58 +02:00
e5f446480e Merge pull request #34 from wsor4035/main
Allow bags via item groups
2021-10-18 20:54:01 +02:00
a147b9e6a3 spacing 2021-10-13 20:33:06 -04:00
22961b2758 adress review 2021-10-13 20:31:21 -04:00
ffa50bc3a7 allow bags via item groups 2021-10-12 15:31:08 -04:00
815651a32f Fix custom recipes display, add i3.get_current_tab(), remove some superfluous chat messages 2021-09-19 22:04:49 +02:00
b8db525dac Hide Quick Crafting scrollbars after click 2021-08-24 11:11:38 +02:00
cbf6256593 Fix potential crash 2021-08-22 02:53:39 +02:00
893959b5d4 Fix potential crash in Progressive Mode 2021-08-21 13:27:50 +02:00
8a5a14747e Fix crash related to model preview 2021-08-11 17:46:17 +02:00
b53959f177 Item compression: small fix 2021-08-10 02:10:08 +02:00
685b40f318 Update README 2021-08-10 01:57:36 +02:00
e96d279d29 Progressive Mode: minor fix + HUD bold text support 2021-08-06 04:15:43 +02:00
c87a179cb5 Minor cleaning 2021-08-06 02:56:36 +02:00
7e2256253d Fix skin_id in skins dropdown 2021-07-06 10:58:19 +02:00
f2cc874ec0 Some tweakings 2021-07-06 01:38:16 +02:00
5c96ede065 Add confirmation dialog on inventory clearing 2021-07-05 23:38:43 +02:00
1c4ae1df28 Outdated clients are now kicked ruthlessly without fallback 2021-07-05 22:45:32 +02:00
970220c561 Add .editorconfig 2021-07-05 03:32:31 +02:00
4ca50e846d Fix potential issue with progressive mode 2021-07-05 03:23:19 +02:00
0ab3dd5ffa Fix item compression setting (fix #27) 2021-07-04 18:19:49 +02:00
7820d88a30 Rename some API functions 2021-06-30 21:54:18 +02:00
34841eddf3 Small fix for search filters 2021-06-30 21:41:38 +02:00
6f588e1927 Searches are now additive (Google-like) 2021-06-30 21:23:58 +02:00
d0ff046873 Update screenshot again 2021-06-28 00:45:57 +02:00
996b39fb39 Update Screenshot 2021-06-27 21:00:56 +02:00
0e411d8696 Minor stuff 2021-06-27 06:26:30 +02:00
c69f45ecd8 Also compress moreblocks micronodes 2021-06-27 05:00:43 +02:00
a0eb4803d1 Another fix 2021-06-26 07:08:14 +02:00
ac4a7352fd Remove now useless search filter 2021-06-26 06:57:25 +02:00
c7987a6c72 Fix 2021-06-26 05:48:08 +02:00
b24411b189 Add tabs to item list 2021-06-26 04:43:28 +02:00
a1b2d03a71 Move some files 2021-06-26 03:10:05 +02:00
c3f050b737 Some fixes 2021-06-25 17:20:15 +02:00
00042c77e1 Add small check 2021-06-25 04:52:18 +02:00
c1bd944465 Split some code to own files 2021-06-25 04:41:31 +02:00
b1fff8617b Add Item Compression 2021-06-25 04:09:56 +02:00
c5dd2be569 Re-enable player animation when MT 5.5 is out 2021-06-20 02:29:50 +02:00
f2eb377d96 Fix potential issues 2021-06-20 02:07:39 +02:00
3b5c81cb3a Fix item loss if placed past slot 36 2021-06-20 00:07:14 +02:00
dde5148934 Show a tooltip for waypoints 2021-06-12 16:52:07 +02:00
ce9a29de80 Save player data at interval of 10 min 2021-05-31 22:46:02 +02:00
6ccfd52267 Safe teleport 2021-05-31 21:50:43 +02:00
d392f04c11 Small fix 2021-05-31 21:35:09 +02:00
978c2b23a2 Change the way metadata are saved 2021-05-31 20:48:12 +02:00
d612f8697d Prevent adding waypoint at same pos 2021-05-31 20:11:57 +02:00
2274b426a5 Do things the right way 2021-05-15 00:18:47 +02:00
612039cc26 Code cleaning 2021-05-14 03:26:50 +02:00
a98b0c08af Fix crash with pipeworks 2021-05-11 00:22:01 +02:00
e0166288c6 Hide hearts when damage ain't enabled 2021-05-09 16:56:49 +02:00
9ab92ba056 *Really* disable sfinv 2021-05-07 03:31:55 +02:00
8d55d89efe Chech another param 2021-05-07 00:33:34 +02:00
554acd002b Small cleaning 2021-05-02 19:22:45 +02:00
ca5cd92ff3 Update Screenshot 2021-05-01 20:38:20 +02:00
0c2d3a5cba Fix 2021-05-01 16:44:34 +02:00
5a36209ac9 Rename variable 2021-05-01 16:02:35 +02:00
666200df76 Change priv check for teleport 2021-05-01 04:10:30 +02:00
4bc1bfee8b Small fix 2021-05-01 02:23:56 +02:00
304f74c7a4 Fix 2021-05-01 02:02:07 +02:00
833d27975e More tweaks 2021-05-01 01:53:54 +02:00
d2d8be9f18 Properly change mode after granting/revoking creative 2021-05-01 01:07:17 +02:00
6fe9f96cad More tweaks 2021-05-01 00:48:49 +02:00
b0002eb7cf Some tweaks 2021-05-01 00:39:47 +02:00
7e648246eb Unify items list and inventory 2021-05-01 00:28:11 +02:00
f0b5eb7a18 UI improvements 2021-04-30 23:17:17 +02:00
859feb4105 Minor cleaning 2021-04-23 05:20:24 +02:00
ecda62fc2f Fix waypoint again (shit) 2021-04-20 03:27:37 +02:00
7c5c6f38f2 Update README 2021-04-19 21:45:39 +02:00
4d4a5ebae8 Fix waypoints 2021-04-19 21:37:08 +02:00
8fb82aedb2 Some improvements 2021-04-19 21:14:09 +02:00
297855b164 Fix potential issue with model preview 2021-04-19 04:53:50 +02:00
49e9fda9f9 Some cleaning 2021-04-15 17:46:17 +02:00
f85b0f7801 Tweaking 2021-04-12 20:34:29 +02:00
61beb77d6a Cleaning 2021-04-12 06:57:48 +02:00
8c5a83ac97 Remove unused texture 2021-04-12 05:30:22 +02:00
4a9172821d Small fix 2021-04-12 05:28:52 +02:00
a0c0a8bad7 Another fix 2021-04-12 00:38:24 +02:00
1b71a85f53 Fixed 2021-04-12 00:34:11 +02:00
eb28f3346a Cleaning 2021-04-12 00:24:55 +02:00
5110e910ff Waypoints UI overhaul 2021-04-12 00:09:04 +02:00
54c917e5c3 Minor cleaning 2021-04-11 03:28:13 +02:00
5915ab20f7 Fix tooltips for output with meta 2021-04-11 03:25:03 +02:00
7a48b93719 Support for palette_index in recipe output 2021-04-11 02:36:11 +02:00
77bac4c077 Cleaning 2021-04-10 04:41:32 +02:00
88dd9beb9d Another fix 2021-04-10 04:10:27 +02:00
a7bbfa00dd Small fix 2021-04-10 03:46:04 +02:00
1a0aab9b5e Show colored item from meta in crafting guide 2021-04-10 03:31:59 +02:00
3f6aa287d9 Show meta descriptions in crafting guide 2021-04-10 01:49:04 +02:00
eed43032bc Better chat message 2021-04-08 04:45:19 +02:00
3db6bbead0 UI improvements 2021-04-07 01:25:04 +02:00
2f5456ad21 Tweak 2021-04-07 00:37:29 +02:00
aecb325919 Fix crash 2021-04-06 22:54:29 +02:00
313fd6f217 Optimize texture 2021-04-06 22:51:14 +02:00
fd9d5ea994 Fix a bunch of things 2021-04-06 19:31:06 +02:00
56f8b68f5a Small correction 2021-04-06 17:47:17 +02:00
e244a82d04 Get rid of get_short_description 2021-04-06 17:30:25 +02:00
6fe45c0fac Rename variable 2021-04-06 04:14:40 +02:00
a372bd8a81 Small cleaning 2021-04-06 04:06:54 +02:00
ab68eff744 Optimize textures 2021-04-06 03:42:37 +02:00
84733879b4 Update README 2021-04-06 03:34:54 +02:00
c4a05272ce Minor fix 2021-04-06 03:27:36 +02:00
91b88e81af Adjusting 2021-04-06 03:10:01 +02:00
3dd4ff005c Implement Waypoints 2021-04-06 02:52:34 +02:00
3bc506d9dc Replace icons 2021-04-05 23:41:12 +02:00
1f88d1a871 Inventory design overhaul 2021-04-05 23:31:00 +02:00
e910c20ae2 Code cleaning 2021-03-29 03:08:48 +02:00
e96fffc639 Empty craft grid on trash all 2021-03-29 02:36:28 +02:00
451dde2a73 Fix some issues with register_cratf() 2021-03-26 23:36:23 +01:00
056d4a3dde Fix crash 2021-03-24 19:28:45 +01:00
9618ea64b7 More improvements 2021-03-22 21:57:02 +01:00
2d4726217a Preset texture name 2021-03-22 21:42:26 +01:00
5b83c6d726 Some UI improvements 2021-03-22 21:40:36 +01:00
756d4e2857 Change listring behavior 2021-03-16 19:34:25 +01:00
03b3c10014 Small fix 2021-03-16 18:33:01 +01:00
122b774c85 Minor tweak 2021-03-12 23:53:12 +01:00
6dfc8fe598 Fix error message 2021-03-12 23:50:17 +01:00
de4a6a6ca5 Fix hypertext sizing 2021-03-12 22:32:43 +01:00
29925efeac Minor style cleaning 2021-02-27 19:28:10 +01:00
cdd0eed116 Always show cancel button 2021-02-27 19:25:25 +01:00
a9700417f8 Fix error with skinsdb 2021-02-27 19:05:07 +01:00
d479f13ce6 Update demo video 2021-02-24 19:36:54 +01:00
7b8f02ccde Update preview image & release 1.0 2021-02-24 19:14:07 +01:00
aaa2072a6c Minor fix 2021-02-08 19:39:13 +01:00
094c83d0c4 Optimize things up 2021-02-08 19:34:18 +01:00
f7e9e987ab Update README 2021-02-08 01:32:33 +01:00
555f9e4de2 Use get_short_description 2021-02-07 01:37:09 +01:00
88c20f8a3b Code cleaning 2021-01-31 00:01:44 +01:00
3dc8e038f3 Drop support for WorldEdit eventually 2021-01-30 23:39:21 +01:00
e2102f1069 Oops 2021-01-30 00:11:22 +01:00
96882004c9 Minor tweak 2021-01-29 23:31:17 +01:00
89c2249bcb Update API 2021-01-29 02:56:28 +01:00
3e5b7cbb55 Update README 2021-01-29 02:53:49 +01:00
6e1e50ae20 Minor fix 2021-01-29 02:46:30 +01:00
62f1d17fa7 Some fixes 2021-01-29 02:34:02 +01:00
6f26524885 Minor cleaning 2021-01-29 01:46:19 +01:00
e091ca1c43 Update README 2021-01-29 01:21:33 +01:00
4deee41ef2 Fix 2021-01-29 01:14:21 +01:00
328ad308f3 Add worldedit GUI support 2021-01-29 01:09:25 +01:00
694b9237e8 Fix tabs look 2021-01-28 21:13:29 +01:00
eecb3439ab Add more API funcs 2021-01-28 21:00:08 +01:00
7c9785d448 Minor cleanup 2021-01-27 01:05:07 +01:00
797db59345 Fix sfinv issue 2021-01-26 23:36:24 +01:00
ae5164509c More gradients 2021-01-26 02:16:10 +01:00
96398cafdf Make slots and boxes look better 2021-01-26 02:01:31 +01:00
4c256095a8 Update README 2021-01-25 20:44:04 +01:00
b67005afbc Tweal player model preview 2021-01-25 20:29:38 +01:00
caa7674aaa Tweak UI 2021-01-25 20:17:40 +01:00
ee54d858c7 Fix some issues with font sizing 2021-01-25 19:30:34 +01:00
8f58e3fda2 Fix potential crash 2021-01-25 00:38:57 +01:00
9bc190443c Fix search filters 2021-01-24 23:33:37 +01:00
c7c043fcb1 Tweak heart texture 2021-01-24 22:33:50 +01:00
6a3c8b8089 Translate the mod in french 2021-01-24 19:09:18 +01:00
255b079caa Tweak values 2021-01-24 16:38:21 +01:00
49964fddae Tweak values 2021-01-24 16:22:04 +01:00
6add8a03e5 Increase hotbar count 2021-01-24 16:08:46 +01:00
fc851eade2 Minor cleanup 2021-01-24 04:48:08 +01:00
2e05628048 New heart textures 2021-01-24 04:01:10 +01:00
46c5a6fc42 Missing sound 2021-01-24 03:17:13 +01:00
90a072d6de Update template 2021-01-24 02:46:17 +01:00
cfd498be78 More UI enhancements 2021-01-24 02:19:13 +01:00
b7d001aa45 More UI enhancements 2021-01-24 02:09:15 +01:00
7402e47e77 Correct large bag size 2021-01-24 00:35:53 +01:00
7030441d5d Increase player model size 2021-01-24 00:33:19 +01:00
288821dda5 Inventory slots rework (needs very latest engine commits) 2021-01-24 00:29:11 +01:00
586b8da9de Luacheck cleanup 2021-01-23 20:54:49 +01:00
1391bad8eb Trash all locales (should be remade from scratch) 2021-01-23 20:39:29 +01:00
fc89da4276 Wording 2021-01-23 20:11:28 +01:00
e3f183b9c8 Rework search_filter (cumulative) + API doc 2021-01-23 19:59:23 +01:00
ab07ee4762 More recommendations 2021-01-23 03:35:45 +01:00
08aa5c953c Update template 2021-01-23 01:54:06 +01:00
6ba15bc555 Update template 2021-01-23 01:50:59 +01:00
6e696a6ecb Translate string 2021-01-23 01:41:48 +01:00
e1679e6461 Minor cleanup 2021-01-23 01:33:06 +01:00
eb9e30dda7 Tweaks 2021-01-23 01:16:07 +01:00
110164cc22 Add labels 2021-01-23 00:55:37 +01:00
7a9e046d44 Minor cleaning 2021-01-22 23:23:43 +01:00
839da854f5 Code cleaning 2021-01-22 20:15:41 +01:00
cb8802a5c2 Override core.is_creative_enabled 2021-01-22 19:56:12 +01:00
ef28c96a13 Fix creative priv check 2021-01-22 19:45:02 +01:00
550edbf2e4 Mention backpacks support 2021-01-22 19:14:33 +01:00
7f604c62f1 Finish bag support 2021-01-22 19:11:11 +01:00
406defae02 WIP bags 2021-01-22 17:54:53 +01:00
f06e5c3b5a Remove unused sound 2021-01-21 20:50:52 +01:00
817b424ed8 Code cleaing 2021-01-21 20:50:13 +01:00
5f6e8277e5 Change bgcolor 2021-01-21 19:55:23 +01:00
5ea3dbaab0 Code cleaning 2021-01-21 19:44:13 +01:00
99d9377b8f UI tweaks 2021-01-21 19:28:54 +01:00
383e2e55f7 Wording 2021-01-17 19:11:11 +01:00
7b125c71d2 Add test file for online recipe 2021-01-17 00:44:46 +01:00
ed3ab46846 Rename files 2021-01-17 00:38:53 +01:00
82b9a54980 Add check 2021-01-17 00:27:51 +01:00
127ab50950 Add check 2021-01-16 23:40:30 +01:00
e5c2ddfb4e Fix mispelling 2021-01-16 21:56:52 +01:00
a7a89eb3b9 Change YouTube/screenshot 2021-01-16 21:32:08 +01:00
e7cf85469d Rewrite README 2021-01-16 20:33:19 +01:00
d8c8c21fd4 Add test file for custom recipes 2021-01-16 19:47:58 +01:00
3cf2919189 Add check 2021-01-16 15:28:12 +01:00
729b489f02 Minor cleanup 2021-01-16 15:13:07 +01:00
dcd2dc73e0 Add more API funcs 2021-01-16 04:47:39 +01:00
030c921485 Improve HP display 2021-01-16 04:09:45 +01:00
e931f6121c SHow grey hearts when damaged disabled 2021-01-16 04:02:59 +01:00
e1bf417119 Wording 2021-01-16 03:46:46 +01:00
0859e9bf16 Cleanup 2021-01-16 03:41:45 +01:00
04ea2e6877 Fix bug 2021-01-16 03:37:26 +01:00
4cbd8bc44a Cleanup 2021-01-16 03:30:12 +01:00
dcd383dffd Add safeguards to i3.new_tab 2021-01-16 03:25:03 +01:00
35edbcc57a Remove unknown function in API.md 2021-01-16 03:02:54 +01:00
39ec2b987c Add API to add new tabs 2021-01-16 02:48:05 +01:00
6b30c0d8cf tweaks 2021-01-15 02:38:23 +01:00
d2a9144ba8 Debugging code 2021-01-15 01:33:24 +01:00
3132fd40b7 Fix scroll_container 2 2021-01-14 15:27:44 +01:00
b71aaf24f3 Fix scroll_container 2021-01-14 15:18:55 +01:00
c4bfe59d2f Add check 2021-01-14 15:09:09 +01:00
c3472a3580 Cleanup progressive 2021-01-14 14:53:32 +01:00
36e186c899 Fix bug in progressive mode + don't show recipes in creative mode 2021-01-14 14:44:45 +01:00
b52adb811c Fix bug with compress items 2021-01-13 22:24:44 +01:00
9901a6f8ea Cleanup 2021-01-13 22:16:46 +01:00
f2820c0328 Cleanig 2021-01-12 22:03:09 +01:00
2be1359986 meh 2021-01-12 02:32:06 +01:00
50cd768fec Remove unused variable 2021-01-12 02:28:06 +01:00
adbe14a004 Optimize 2021-01-12 02:26:28 +01:00
ba05c8d7b3 Fix potential crash 2021-01-11 23:27:02 +01:00
bb42557455 Snip long strings 2021-01-11 23:03:53 +01:00
479ec368d7 Small cleaning 2021-01-11 22:44:23 +01:00
3e48d288db Cleaning 2021-01-11 22:30:06 +01:00
4ce919d1ef Add tooltips 2021-01-11 21:59:11 +01:00
aa541c3da3 Small improvement 2021-01-10 22:55:51 +01:00
bc403798d8 Small improvement 2021-01-10 22:47:37 +01:00
1ec8d10b88 Small improvement 2021-01-10 22:40:45 +01:00
24fe985b00 Improvements 2021-01-10 22:30:25 +01:00
269dc54c47 Small tweak 2021-01-10 21:45:57 +01:00
dba46c70b9 Update README 2021-01-10 21:07:08 +01:00
24928e7343 oopsie 2021-01-10 20:59:53 +01:00
bbab3a8899 Add awards support! 2021-01-10 20:56:37 +01:00
364b3f6d11 Small cleaning 2021-01-10 18:03:17 +01:00
de41ca2a75 Small tweak 2021-01-10 03:42:30 +01:00
71e95d3008 Code cleaning 2021-01-10 01:49:35 +01:00
ece5223f24 Fix potential crash 2021-01-10 01:39:51 +01:00
efcd3277e6 Support flat player 2021-01-10 01:27:09 +01:00
ea4ae437d3 Do not hardcode animation frames 2021-01-10 01:06:40 +01:00
5c826f7ea7 Fix scrollbar 2021-01-09 22:58:22 +01:00
83d92ed402 New slot texture 2021-01-07 20:41:47 +01:00
2f9ca2d5ca Cleanup 2021-01-04 02:13:07 +01:00
4763463469 More tweaking 2021-01-03 23:22:17 +01:00
1455b1ff05 Tweak value 2021-01-03 22:53:31 +01:00
eefd2967b8 Edit README 2021-01-03 22:26:29 +01:00
0032754e46 Tweak value 2021-01-03 22:19:58 +01:00
3b89f6932c Tweak values 2021-01-03 22:16:24 +01:00
9adbcf2615 Tweak value 2021-01-03 21:35:11 +01:00
b672eeaab8 Improve interface 2021-01-03 21:28:42 +01:00
42c787ebaa Show the scrollbar 2021-01-03 21:13:28 +01:00
e46c2a64dc Some cleanup 2021-01-03 12:12:28 +01:00
da41d5bfa7 Small correction 2021-01-02 22:02:10 +01:00
63de3e4628 Update template 2021-01-02 21:40:45 +01:00
5e492c9e2a Change wording 2021-01-02 21:36:13 +01:00
b460ad58ab Add support for skinsdb 2021-01-02 21:15:18 +01:00
a97d1ce163 Minor cleanup 2021-01-02 12:51:31 +01:00
222ae80d93 Fix 2 bugs 2021-01-02 12:19:45 +01:00
9e09edd497 Better sorting 2021-01-02 12:09:54 +01:00
c30b69fd9c Fix compress/sort 2021-01-01 20:23:42 +01:00
99460530b6 Bunch of fixes 2021-01-01 18:11:00 +01:00
9b1fe9b0fe Use fgimg_middle for tabs 2020-12-31 23:04:43 +01:00
d17268a88a Update localization temmplate 2020-12-31 22:33:54 +01:00
dc6c43166c Small fix 2020-12-31 21:57:43 +01:00
28bd5a9886 Small simplification 2020-12-31 21:50:41 +01:00
d631c3edc1 Fix positioning 2020-12-31 21:04:23 +01:00
4bd445e5d3 Small fix 2020-12-31 05:46:09 +01:00
544b9810c7 Some fixes 2020-12-31 05:37:04 +01:00
bf3979cc79 Small fix 2020-12-31 05:07:42 +01:00
9aedeacf6b Fix positioning 2020-12-31 03:34:04 +01:00
fa023a4f5a meh 2020-12-31 03:24:05 +01:00
49670878ba New screenshot 2020-12-31 03:10:39 +01:00
da9b19a76f Update README 2020-12-31 03:02:35 +01:00
104 changed files with 5970 additions and 2834 deletions

9
.editorconfig Normal file
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@ -0,0 +1,9 @@
[*]
end_of_line = lf
[*.{lua,txt,md,json}]
charset = utf8
indent_size = 8
indent_style = tab
insert_final_newline = true
trim_trailing_whitespace = true

24
.github/ISSUE_TEMPLATE/bug_report.md vendored Normal file
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@ -0,0 +1,24 @@
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: ''
assignees: ''
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Additional context**
- Mod version? Release or git?
- Engine version?
- LuaJIT enabled?
- Operating system?
- Did you try to disable other mods except i3?

21
.github/workflows/luacheck.yml vendored Normal file
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@ -0,0 +1,21 @@
name: Luacheck
on: [push, pull_request]
jobs:
luacheck:
runs-on: ubuntu-20.04
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Setup lua
uses: leafo/gh-actions-lua@v8
with:
luaVersion: 5.1
- name: Setup luarocks
uses: leafo/gh-actions-luarocks@v4
- name: Setup luacheck
run: luarocks install luacheck
- name: Run luacheck linter
run: cd util; lua luacheck.lua

View File

@ -1,17 +1,36 @@
unused_args = false
allow_defined_top = true
ignore = {
"631", -- Line is too long.
"get_debug_grid",
}
read_globals = {
"minetest",
"default",
"armor",
"skins",
"awards",
"vector",
"string",
"table",
"ItemStack",
"VoxelArea",
"VoxelManip",
}
globals = {
"craftguide",
"i3",
"core",
"sfinv",
"unified_inventory",
}
exclude_files = {
"tests/test_compression.lua",
"tests/test_custom_recipes.lua",
"tests/test_operators.lua",
"tests/test_tabs.lua",
".install",
".luarocks",
}

232
API.md
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@ -1,5 +1,67 @@
## API
### Custom tabs
#### `i3.new_tab(name, def)`
- `name` is the tab name.
- `def` is the tab definition.
Custom tabs can be added to the `i3` inventory as follow (example):
```Lua
i3.new_tab("stuff", {
description = "Stuff",
image = "image.png", -- Optional, adds an image next to the tab description
-- Determine if the tab is visible by a player, `false` or `nil` hide the tab
access = function(player, data)
local name = player:get_player_name()
return name == "singleplayer"
end,
formspec = function(player, data, fs)
fs("label[3,1;This is just a test]")
end,
-- Events handling happens here
fields = function(player, data, fields)
end,
})
```
- `player` is an `ObjectRef` to the user.
- `data` are the user data.
- `fs` is the formspec table which is callable with a metamethod. Each call adds a new entry.
#### `i3.set_fs(player)`
Updates the current formspec.
#### `i3.remove_tab(tabname)`
Deletes a tab by name.
#### `i3.get_current_tab(player)`
Returns the current player tab. `player` is an `ObjectRef` to the user.
#### `i3.set_tab(player[, tabname])`
Sets the current tab by name. `player` is an `ObjectRef` to the user.
`tabname` can be omitted to get an empty tab.
#### `i3.override_tab(tabname, def)`
Overrides a tab by name. `def` is the tab definition like seen in `i3.set_tab`.
#### `i3.tabs`
A list of registered tabs.
---
### Custom recipes
Custom recipes are nonconventional crafts outside the main crafting grid.
@ -20,28 +82,28 @@ i3.register_craft_type("digging", {
#### Registering a custom crafting recipe (examples)
```Lua
i3.register_craft({
i3.register_craft {
type = "digging",
result = "default:cobble 2",
items = {"default:stone"},
})
}
```
```Lua
i3.register_craft({
i3.register_craft {
result = "default:cobble 16",
items = {
"default:stone, default:stone, default:stone",
"default:stone, , default:stone",
"default:stone, default:stone, default:stone",
}
})
}
```
Recipes can be registered in a Minecraft-like way:
```Lua
i3.register_craft({
i3.register_craft {
grid = {
"X #",
" ## ",
@ -53,13 +115,13 @@ i3.register_craft({
['X'] = "default:glass",
},
result = "default:mese 3",
})
}
```
Multiples recipes can also be registered:
```Lua
i3.register_craft({
i3.register_craft {
{
result = "default:mese",
items = {
@ -77,15 +139,15 @@ i3.register_craft({
"default:mese_crystal, default:mese_crystal",
}
},
})
}
```
Recipes can be registered from a given URL containing a JSON file (HTTP support is required¹):
```Lua
i3.register_craft({
url = "https://raw.githubusercontent.com/minetest-mods/i3/master/test.json"
})
i3.register_craft {
url = "https://raw.githubusercontent.com/minetest-mods/i3/main/tests/test_online_recipe.json"
}
```
---
@ -97,7 +159,7 @@ mode is implemented as a recipe filter.
#### `i3.add_recipe_filter(name, function(recipes, player))`
Adds a recipe filter with the given name. The filter function should return the
Adds a recipe filter with the given `name`. The filter function returns the
recipes to be displayed, given the available recipes and an `ObjectRef` to the
user. Each recipe is a table of the form returned by
`minetest.get_craft_recipe`.
@ -121,94 +183,144 @@ end)
Removes all recipe filters and adds a new one.
#### `i3.remove_recipe_filter(name)`
#### `i3.recipe_filters`
Removes the recipe filter with the given name.
#### `i3.get_recipe_filters()`
Returns a map of recipe filters, indexed by name.
A map of recipe filters, indexed by name.
---
### Search filters
Search filters are used to perform specific searches inside the search field.
They can be used like so: `<optional name>+<filter name>=<value1>,<value2>,<...>`
Search filters are used to perform specific searches from the search field.
The filters can be cumulated to perform a specific search.
They are used like so: `<optional_name> +<filter name>=<value1>,<value2>,<...>`
Examples:
Example usages:
- `+groups=cracky,crumbly`: search for groups `cracky` and `crumbly` in all items.
- `sand+groups=falling_node`: search for group `falling_node` for items which contain `sand` in their names.
- `+groups=cracky,crumbly` -> search for groups `cracky` and `crumbly` in all items.
- `wood +groups=flammable` -> search for group `flammable` amongst items which contain
`wood` in their names.
Notes:
- If `optional name` is omitted, the search filter will apply to all items, without pre-filtering.
- Filters can be combined.
- The `groups` filter is currently implemented by default.
- If `optional_name` is omitted, the search filter will apply to all items, without pre-filtering.
- The `+groups` filter is currently implemented by default.
#### `i3.add_search_filter(name, function(item, values))`
Adds a search filter with the given name.
The search function should return a boolean value (whether the given item should be listed or not).
Adds a search filter.
The search function must return a boolean value (whether the given item should be listed or not).
Example function to show items which contain at least a recipe of given width(s):
- `name` is the filter name.
- `values` is a table of all possible values.
Example function sorting items by drawtype:
```lua
i3.add_search_filter("widths", function(item, widths)
local has_width
local recipes = recipes_cache[item]
i3.add_search_filter("types", function(item, drawtypes)
local t = {}
if recipes then
for i = 1, #recipes do
local recipe_width = recipes[i].width
for j = 1, #widths do
local width = tonumber(widths[j])
if width == recipe_width then
has_width = true
break
end
end
end
for i, dt in ipairs(drawtypes) do
t[i] = (dt == "node" and reg_nodes[item] and 1) or
(dt == "item" and reg_craftitems[item] and 1) or
(dt == "tool" and reg_tools[item] and 1) or nil
end
return has_width
return #t > 0
end)
```
#### `i3.remove_search_filter(name)`
#### `i3.search_filters`
Removes the search filter with the given name.
A map of search filters, indexed by name.
#### `i3.get_search_filters()`
---
Returns a map of search filters, indexed by name.
### Sorting methods
Sorting methods are used to filter the player's main inventory.
#### `i3.add_sorting_method(name, def)`
Adds a player inventory sorting method.
- `name` is the method name.
- `def` is the method definition.
Example:
```Lua
i3.add_sorting_method("test", {
description = "Cool sorting method",
func = function(list, data)
-- `list`: inventory list
-- `data`: player data
table.sort(list)
-- A list must be returned
return list
end,
})
```
#### `i3.sorting_methods`
A table containing all sorting methods.
---
### Item list compression
`i3` can reduce the item list size by compressing a group of items.
#### `i3.compress(item, def)`
Adds a new group of items to compress.
- `item` is the item which represent the group of compressed items.
- `def` is a table specifying the substring replace patterns to be used.
Example:
```Lua
i3.compress("default:diamondblock", {
replace = "diamond",
by = {"bronze", "copper", "gold", "steel", "tin"}
})
```
#### `i3.compress_groups`
A map of all compressed item groups, indexed by stereotypes.
---
### Miscellaneous
#### `i3.show(player_name, item, show_usages)`
#### `i3.hud_notif(name, msg[, img])`
Opens the Crafting Guide with the current filter applied.
Shows a Steam-like HUD notification on the bottom-right corner of the screen (experimental).
* `player_name`: string param.
* `item`: optional, string param. If set, this item is pre-selected. If the item does not exist or has no recipe, use the player's previous selection. By default, player's previous selection is used
* `show_usages`: optional, boolean param. If true, show item usages.
- `name` is the player name.
- `msg` is the HUD message to show.
- `img` (optional) is the HUD image to show (preferably 16x16 px).
#### `i3.group_stereotypes`
#### `i3.get_recipes(item)`
This is the table indexing the item groups by stereotypes.
You can add a stereotype like so:
```Lua
i3.group_stereotypes.radioactive = "mod:item"
```
Returns a table of recipes and usages of `item`.
#### `i3.export_url`
If set, the mod will export all the cached recipes and usages in a JSON format
to the given URL (HTTP support is required¹).
#### `groups = {bag = <1-4>}`
The `bag` group in the item definition allows to extend the player inventory size
given a number between 1 and 4.
---
**¹** Add `i3` to the `secure.http_mods` or `secure.trusted_mods` setting in `minetest.conf`.

View File

@ -29,6 +29,7 @@ Licenses of media (textures)
paramat (CC BY-SA 3.0):
i3_arrow.png - derived from a texture by BlockMen (CC BY-SA 3.0)
i3_hotbar.png
You are free to:
Share — copy and redistribute the material in any medium or format.

View File

@ -1,18 +1,56 @@
# i3
![logo](https://user-images.githubusercontent.com/7883281/145490041-d91d6bd6-a654-438d-b208-4d5736845ab7.png)
#### A tiling inventory for Minetest
[![MIT License](https://img.shields.io/apm/l/atomic-design-ui.svg?)](https://github.com/tterb/atomic-design-ui/blob/master/LICENSEs) [![GitHub Release](https://img.shields.io/github/release/minetest-mods/i3.svg?style=flat)]() ![workflow](https://github.com/minetest-mods/i3/actions/workflows/luacheck.yml/badge.svg) [![ContentDB](https://content.minetest.net/packages/jp/i3/shields/downloads/)](https://content.minetest.net/packages/jp/i3/) [![PayPal](https://img.shields.io/badge/paypal-donate-yellow.svg)](https://www.paypal.me/jpg84240)
**`i3`** is a tiling inventory for Minetest with a modern UI using the latest technologies of the Minetest engine.
It offers everything what [**`craftguide`**](https://github.com/minetest-mods/craftguide) can do, with an inventory on top of that.
#### **`i3`** is a next-generation inventory for Minetest.
This inventory features a **Progressive Mode**.
This mode is a Terraria-like system that shows recipes you can craft from items you ever had in your inventory.
To enable it: `i3_progressive_mode = true` in `minetest.conf`.
This mod features a modern, powerful inventory menu with a good user experience.
**`i3`** provides a rich [**API**](https://github.com/minetest-mods/i3/blob/master/API.md) for mod developers who want to extend it.
For developers, **`i3`** also has a [modding API](https://github.com/minetest-mods/i3/blob/master/API.md).
This mod requires **Minetest 5.4+**
This mod also supports [`3d_armor`](https://github.com/minetest-mods/3d_armor) for a nice player model preview.
#### List of features:
- Crafting Guide (survival mode only)
- Progressive Mode¹
- Quick Crafting
- 3D Player Model Real-Time Preview
- Isometric Map Preview
- Inventory Sorting (+ options: compression, reverse mode, automation, etc.)
- Item List Compression (**`moreblocks`** is supported)
- Item Bookmarks
- Waypoints
- Bags
- Home
Love this mod? Donations are appreciated: https://www.paypal.me/jpg84240
**¹** *This mode is a Terraria-like system that shows recipes you can craft from items you ever had in your inventory.
To enable it: `i3_progressive_mode = true` in `minetest.conf`.*
![Preview](https://user-images.githubusercontent.com/7883281/103390081-c619b480-4b12-11eb-9993-c35787cc6b61.png)
#### This mod officially supports the following mods:
- [**`3d_armor`**](https://content.minetest.net/packages/stu/3d_armor/)
- [**`skinsdb`**](https://content.minetest.net/packages/bell07/skinsdb/)
- [**`awards`**](https://content.minetest.net/packages/rubenwardy/awards/)
#### Recommendations
To use this mod in the best conditions:
- Use LuaJIT
- Use a HiDPI widescreen display
- Use the default Freetype font style
#### Troubleshooting
If the inventory's font size is too big on certain setups (namely Windows 10/11 or 144 DPI display), you should lower the
value of the setting `display_density_factor` in your `minetest.conf`. Note that the change is applied after restart.
#### Notes
`i3` uses a larger inventory than the usual inventories in Minetest games.
Thus, most chests will be unadapted to this inventory size.
The `i3` inventory is 9 slots wide by default, such as Minecraft.
Report bugs on the [**Bug Tracker**](https://github.com/minetest-mods/i3/issues).
**Video review on YouTube:** https://www.youtube.com/watch?v=Xd14BCdEZ3o
![Preview](https://content.minetest.net/uploads/3abf3755de.png)

2571
init.lua

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@ -1,60 +0,0 @@
# textdomain: i3
Craft Guide=Rezeptbuch
Crafting Guide=Rezeptbuch
Crafting Guide Sign=Rezepttafel
Bookmarks=Lesezeichen
Usage @1 of @2=Verwendung @1 von @2
Recipe @1 of @2=Rezept @1 von @2
No recipes=Keine Rezepte
No usages=Keine Verwendungen
Burning time: @1=Brennzeit: @1
Cooking time: @1=Kochzeit: @1
Replaced by @1 on smelting=Ersetzt durch @1 beim Schmelzen
Replaced by @1 on burning=Ersetzt durch @1 beim Brennen
Replaced by @1 on crafting=Ersetzt durch @1 beim Fertigen
Repairable by step of @1=Reparierbar um @1
Any item belonging to the group(s): @1=Beliebiger Gegenstand aus Gruppe(n): @1
Any black dye=Beliebiger schwarzer Farbstoff
Any black flower=Beliebige schwarze Blume
Any blue dye=Beliebiger blauer Farbstoff
Any blue flower=Beliebige blaue Blume
Any brown dye=Beliebiger brauner Farbstoff
Any coal=Beliebige Kohle
Any cyan dye=Beliebiger türkiser Farbstoff
Any dark green dye=Beliebiger dunkelgrüner Farbstoff
Any dark grey dye=Beliebiger dunkelgrauer Farbstoff
Any green dye=Beliebiger grüner Farbstoff
Any green flower=Beliebige grüne Blume
Any grey dye=Beliebiger grauer Farbstoff
Any kind of stone block=Beliebiger Steinblock
Any magenta dye=Beliebiger magenta Farbstoff
Any orange dye=Beliebiger orange Farbstoff
Any orange flower=Beliebige orange Blume
Any pink dye=Beliebiger rosa Farbstoff
Any red dye=Beliebiger roter Farbstoff
Any red flower=Beliebige rote Blume
Any sand=Beliebiger Sand
Any stick=Beliebiger Stock
Any tree=Beliebiger Baum
Any vessel=Beliebiger Behälter
Any violet dye=Beliebiger violetter Farbstoff
Any violet flower=Beliebige violette Blume
Any white dye=Beliebiger weißer Farbstoff
Any white flower=Beliebige weiße Blume
Any wood planks=Beliebige Holzplanken
Any wool=Beliebige Wolle
Any yellow dye=Beliebiger gelber Farbstoff
Any yellow flower=Beliebige gelbe Blume
Recipe's too big to be displayed (@1x@2)=Rezept ist zu groß für die Anzeige (@1×@2)
Shapeless=Formlos
Cooking=Kochen
No item to show=Nichts anzuzeigen
Collect items to reveal more recipes=Gegenstände aufsammeln, um mehr Rezepte aufzudecken
Show recipe(s) of the pointed node=Rezept(e) des gezeigten Blocks anzeigen
No node pointed=Auf keinem Block gezeigt
You don't know a recipe or usage for this item=Sie kennen kein Rezept und keine Verwendung für diesen Gegenstand
No recipe or usage for this item=Kein Rezept und keine Verwendung für diesen Gegenstand
Digging=Graben
Digging Chance=Grabechance
@1 of chance to drop=@1 Abwurfwahrscheinlichkeit

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@ -1,69 +1,85 @@
# textdomain: i3
Craft Guide=Guide de recettes
Crafting Guide=Guide de recettes
Crafting Guide Sign=Guide de recettes
Bookmarks=Favoris
Usage @1 of @2=Usage @1 sur @2
Recipe @1 of @2=Recette @1 sur @2
No recipes=Pas de recettes
No usages=Pas d'usages
Burning time: @1=Temps de combustion : @1
Cooking time: @1=Temps de cuisson : @1
Replaced by @1 on smelting=Remplacé par @1 lors de la cuisson
Replaced by @1 on burning=Remplacé par @1 lors de la combustion
Replaced by @1 on crafting=Remplacé par @1 lors de la fabrication
Repairable by step of @1=Réparable par étape de @1
Any item belonging to the group(s): @1=Tout item appartenant au(x) groupe(s) : @1
Any black dye=Quelconque colorant noir
Any black flower=Quelconque fleur noire
Any blue dye=Quelconque colorant bleu
Any blue flower=Quelconque fleur bleue
Any brown dye=Quelconque colorant marron
Any coal=Quelconque charbon
Any cyan dye=Quelconque colorant bleu ciel
Any dark green dye=Quelconque colorant vert foncé
Any dark grey dye=Quelconque colorant gris foncé
Any green dye=Quelconque colorant vert
Any green flower=Quelconque fleur verte
Any grey dye=Quelconque colorant gris
Any kind of stone block=Quelconque roche
Any magenta dye=Quelconque colorant magenta
Any orange dye=Quelconque colorant orange
Any orange flower=Quelconque fleur orange
Any pink dye=Quelconque colorant rose
Any red dye=Quelconque colorant rouge
Any red flower=Quelconque fleur rouge
Any sand=Quelconque sable
Any stick=Quelconque bâton
Any tree=Quelconque tronc d'arbre
Any vessel=Quelconque couvert
Any violet dye=Quelconque colorant violet
Any violet flower=Quelconque fleur violette
Any white dye=Quelconque colorant blanc
Any white flower=Quelconque fleur blanche
Any wood planks=Quelconques planches de bois
Any wool=Quelconque laine
Any yellow dye=Quelconque colorant jaune
Any yellow flower=Quelconque fleur jaune
Shapeless=Sans forme
Cooking=Cuisson
No item to show=Aucun item à afficher
Collect items to reveal more recipes=Collecte des items pour révéler plus de recettes
Show recipe(s) of the pointed node=Affiche les recettes du bloc visé
No node pointed=Aucun bloc visé
You don't know a recipe or usage for this item=Vous ne connaissez aucune recette pour ce bloc
No recipe or usage for this node=Aucune recette pour ce bloc
Digging=Destruction
Digging (by chance)=Destruction (par chance)
### init.lua ###
@1 added in your inventory=@1 ajouté à votre inventaire
@1 new recipe(s) discovered!=@1 nouvelle(s) recette(s) découverte(s)!
@1 of chance to drop=@1 de chance de tomber
Mark this item=Mettre en favori.
Unmark this item=Enlever des favoris.
Cannot mark this item. Limit of bookmarks reached.=Impossible de mettre cet item en favori. Limite des favoris atteinte.
Only drop if using one of these tools: @1=Tombe seulement si détruit avec un de ces outils : @1
Only drop if using this tool: @1=Tombe seulement si détruit avec cet outil : @1
Craft @1 stack=Fabriquer @1 objet
Craft @1 stacks=Fabriquer @1 objets
@1 added in your inventory=@1 mis dans votre inventaire
@1 crafted=@1 fabriqué(s)
@1 spawned=@1 spawné
Achievements: @1 of @2 (@3)=Succès : @1 sur @2 (@3)
Any black dye=N'importe quel colorant noir
Any black flower=N'importe quelle fleur noire
Any blue dye=N'importe quel colorant bleu
Any blue flower=N'importe quelle fleur bleue
Any brown dye=N'importe quel colorant marron
Any carpet=N'importe quel tapis
Any coal=N'importe quel charbon
Any cyan dye=N'importe quel colorant bleu turquoise
Any dark green dye=N'importe quel colorant vert foncé
Any dark grey dye=N'importe quel colorant gris foncé
Any dye=N'importe quel colorant
Any flower=N'importe quelle fleur
Any glass=N'importe quel verre
Any green dye=N'importe quel colorant vert
Any green flower=N'importe quelle fleur verte
Any grey dye=N'importe quel colorant gris
Any item belonging to the groups: @1=Tout item appartenant aux groupes : @1
Any leaves=N'importe quelles feuilles d'arbre
Any magenta dye=N'importe quel colorant mauve
Any mushroom=N'importe quel champignon
Any orange dye=N'importe quel colorant orange
Any orange flower=N'importe quelle fleur orange
Any pink dye=N'importe quel colorant rose
Any red dye=N'importe quel colorant rouge
Any red flower=N'importe quelle fleur rouge
Any sand=N'importe quel sable
Any stick=N'importe quel bâton
Any stone=N'importe quelle roche
Any tree=N'importe quel tronc d'arbre
Any vessel=N'importe quel couvert
Any violet dye=N'importe quel colorant violet
Any violet flower=N'importe quelle fleur violette
Any white dye=N'importe quel colorant blanc
Any white flower=N'importe quelle fleur blanche
Any wood planks=N'importe quelles planches de bois
Any wool=N'importe quelle laine
Any yellow dye=N'importe quel colorant jaune
Any yellow flower=N'importe quelle fleur jaune
Armor=Armure
Bag=Sac
Bookmarks=Favoris
Burning time: @1=Temps de combustion : @1
Cannot mark this item. Bookmark limit reached.=
Collect items to reveal more recipes=Collecter des items pour révéler des recettes
Compress items=Compresser les items
Cooking=Cuisson
Cooking time: @1=Temps de cuisson : @1
Craft (x@1)=Fabriquer (x@1)
Digging=Minage
Digging (by chance)=Minage (par chance)
Heal=Guérison
Inventory=Inventaire
Items=Items
Level=Niveau
Mark this item=Ajouter aux favoris
No item to show=Aucun item à montrer
No recipes=Aucune recette
No usages=Aucun usage
Only drop if using one of these tools: @1=Tombe seulement en utilisant un de ces outils : @1
Only drop if using this tool: @1=Tombe seulement en utilisant cet outil : @1
Quick crafting=Fabrication rapide
Recipe @1 of @2=Recette @1 sur @2
Repairable by step of @1=Réparable par étape de @1
Replaced by @1 on burning=Remplacé par @1 à la combustion
Replaced by @1 on crafting=Remplacé par @1 à la fabrication
Replaced by @1 on smelting=Remplacé par @1 à la cuisson
Shapeless=Sans forme particulière
Skins=Skins
Sort items (A-Z)=Trier les items (A-Z)
Sort items (Z-A)=Trier les items (Z-A)
The inventory is extended by @1 slots=L'inventaire est étendu de @1 slots
Trash all items=Détruire tous les items
Unknown Item (@1)=Item inconnu (@1)
Unmark this item=Enlever des favoris
Usage @1 of @2=Usage @1 sur @2

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@ -1,60 +0,0 @@
# textdomain: i3
Craft Guide=Guida di assemblaggio
Crafting Guide=Guida d'assemblaggio
Crafting Guide Sign=Cartello della guida di assemblaggio
Bookmarks=Segnalibri
Usage @1 of @2=Utilizzo @1 di @2
Recipe @1 of @2=Ricetta @1 di @2
No recipes=Nessuna ricetta
No usages=Nessun utilizzo
Burning time: @1=Tempo di combustione: @1
Cooking time: @1=Tempo di cottura: @1
Replaced by @1 on smelting=Sostituito da @1 alla fusione
Replaced by @1 on burning=Sostituito da @1 alla combustione
Replaced by @1 on crafting=Sostituito da @1 all'assemblaggio
Repairable by step of @1=Riparabile per passo di @1
Any item belonging to the group(s): @1=Qualunque oggetto appartenente al/ai gruppo/i: @1
Any black dye=Qualunque tintura nera
Any black flower=Qualunque fiore nero
Any blue dye=Qualunque tintura blu
Any blue flower=Qualunque fiore blu
Any brown dye=Qualunque tintura marrone
Any coal=Qualunque carbone
Any cyan dye=Qualunque tintura ciano
Any dark green dye=Qualunque tintura verde scura
Any dark grey dye=Qualunque tintura grigio scura
Any green dye=Qualunque tintura verde
Any green flower=Qualunque fiore verde
Any grey dye=Qualunque tintura grigia
Any kind of stone block=Qualunque tipo di blocco di pietra
Any magenta dye=Qualunque tintura magenta
Any orange dye=Qualunque tintura arancione
Any orange flower=Qualunque fiore arancione
Any pink dye=Qualunque tintura rosa
Any red dye=Qualunque tintura rossa
Any red flower=Qualunque fiore rosso
Any sand=Qualunque sabbia
Any stick=Qualunque bastone
Any tree=Qualunque albero
Any vessel=Qualunque contenitore
Any violet dye=Qualunque tintura viola
Any violet flower=Qualunque fiore viola
Any white dye=Qualunque tintura bianca
Any white flower=Qualunque fiore bianco
Any wood planks=Qualunque asse di legno
Any wool=Qualunque lana
Any yellow dye=Qualunque tintura gialla
Any yellow flower=Qualunque fiore giallo
Recipe's too big to be displayed (@1x@2)=La ricetta è troppo grande per essere mostrata (@1x@2)
Shapeless=Senza forma
Cooking=Cottura
No item to show=Nessun oggetto da mostrare
Collect items to reveal more recipes=Raccogli oggetti per svelare più ricette
Show recipe(s) of the pointed node=Mostra la/le ricetta/e del nodo puntato
No node pointed=Nessun nodo puntato
You don't know a recipe or usage for this item=Non conosci una ricetta o un utilizzo per questo oggetto
No recipe or usage for this item=Nessuna ricetta o utilizzo per questo oggetto
Digging=Scavando
Digging Chance=Probabilità di scavare
@1 of chance to drop=@1 di probabilità di rilascio

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@ -1,19 +0,0 @@
# textdomain: i3
Craft Guide=книга рецептов крафта
Crafting Guide=книга рецептов крафта
Crafting Guide Sign=Знак с книгой рецептов
Usage @1 of @2=использование @1 из @2
Recipe @1 of @2=Рецепт @1 из @2
Burning time: @1=Время горения: @1
Cooking time: @1=Время преготовления: @1
Any item belonging to the group(s): @1=Любой элемент из группы: @1
Recipe's too big to be displayed (@1x@2)=Рецепт слишком большой для показа (@1x@2)
Shapeless=Бесформенный
Cooking=Приготовление
No item to show=Нет элемента для показа
Collect items to reveal more recipes=Собирайте предметы, чтобы раскрыть больше рецептов
Show recipe(s) of the pointed node=Показать рецепт(ы) выбранной ноды
No node pointed=Не указана нода
You don't know a recipe for this node=Вы не знаете рецепт для этой ноды
No recipe for this node=Нет рецептов для этой ноды

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@ -1,40 +0,0 @@
# textdomain: i3
Any black dye=任何黑染料
Any black flower=任何黑花
Any blue dye=任何蓝染料
Any blue flower=任何蓝花
Any brown dye=任何棕染料
Any coal=任何煤炭
Any cyan dye=任何青染料
Any dark green dye=任何暗绿染料
Any dark grey dye=任何暗灰染料
Any green dye=任何绿染料
Any green flower=任何绿花
Any grey dye=任何灰染料
Any item belonging to the group(s): @1=任何属于以下组别的物品:@1
Any kind of stone block=任何石方块
Any magenta dye=任何品红染料
Any orange dye=任何橙染料
Any orange flower=任何橙花
Any pink dye=任何粉红染料
Any red dye=任何红染料
Any red flower=任何红花
Any sand=任何沙
Any stick=任何棒
Any vessel=任何容器
Any violet dye=任何紫染料
Any violet flower=任何紫花
Any white dye=任何白染料
Any white flower=任何白花
Any wood planks=任何木板
Any wool=任何羊毛
Any yellow dye=任何黄染料
Any yellow flower=任何黄花
Cooking time: @1=熔炼时间为:@1
No items to show=没有可显示的项目。
Recipe @1 of @2=第@1个配方共@2个
Usage @1 of @2=第@1个用法共@2个
Recipe is too big to be displayed=配方太大,无法显示。
Shapeless=无序配方
Unknown Item=不明物品

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@ -1,37 +1,32 @@
# textdomain: i3
Craft Guide=
Crafting Guide=
Crafting Guide Sign=
Inventory=
Level=
Heal=
Bookmarks=
Usage @1 of @2=
Recipe @1 of @2=
No recipes=
No usages=
Burning time: @1=
Cooking time: @1=
Replaced by @1 on smelting=
Replaced by @1 on burning=
Replaced by @1 on crafting=
Repairable by step of @1=
Any item belonging to the group(s): @1=
### init.lua ###
@1 added in your inventory=
@1 new recipe(s) discovered!=
@1 of chance to drop=
@1 spawned=
Achievements: @1 of @2 (@3)=
Any black dye=
Any black flower=
Any blue dye=
Any blue flower=
Any brown dye=
Any carpet=
Any coal=
Any cyan dye=
Any dark green dye=
Any dark grey dye=
Any dye=
Any flower=
Any glass=
Any green dye=
Any green flower=
Any grey dye=
Any stone=
Any item belonging to the groups: @1=
Any leaves=
Any magenta dye=
Any mushroom=
Any orange dye=
Any orange flower=
Any pink dye=
@ -39,6 +34,7 @@ Any red dye=
Any red flower=
Any sand=
Any stick=
Any stone=
Any tree=
Any vessel=
Any violet dye=
@ -49,28 +45,40 @@ Any wood planks=
Any wool=
Any yellow dye=
Any yellow flower=
Shapeless=
Cooking=
No item to show=
Armor=
Bag=
Bookmarks=
Burning time: @1=
Cannot mark this item. Bookmark limit reached.=
Collect items to reveal more recipes=
Show recipe(s) of the pointed node=
No node pointed=
You don't know a recipe or usage for this item=
No recipe or usage for this node=
Compress items=
Cooking=
Cooking time: @1=
Craft (x@1)=
Digging=
Digging (by chance)=
@1 of chance to drop=
Heal=
Inventory=
Items=
Level=
Mark this item=
Unmark this item=
Cannot mark this item. Limit of bookmarks reached.=
No item to show=
No recipes=
No usages=
Only drop if using one of these tools: @1=
Only drop if using this tool: @1=
Craft item=
Craft @1 items=
@1 added in your inventory=
@1 spawned=
Quick crafting=
Trash all items=
Compress items=
Recipe @1 of @2=
Repairable by step of @1=
Replaced by @1 on burning=
Replaced by @1 on crafting=
Replaced by @1 on smelting=
Shapeless=
Skins=
Sort items (A-Z)=
Sort items (Z-A)=
The inventory is extended by @1 slots=
Trash all items=
Unknown Item (@1)=
Unmark this item=
Usage @1 of @2=

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@ -1,3 +1,4 @@
name = i3
description = Tiling inventory for Minetest
optional_depends = 3d_armor
description = Next-generation inventory
optional_depends = 3d_armor, skinsdb, awards
min_minetest_version = 5.4

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@ -1,2 +1,8 @@
# The progressive mode shows recipes you can craft from items you ever had in your inventory.
i3_progressive_mode (Learn crafting recipes progressively) bool false
# Regroup the items of the same type in the item list.
i3_item_compression (Regroup items of the same type) bool true
# Set the inventory size to common chests size (8*4).
i3_legacy_inventory (Legacy inventory size) bool false

BIN
sounds/i3_cannot.ogg Normal file

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0
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0
sounds/i3_craft.ogg Executable file → Normal file
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0
sounds/i3_tab.ogg Executable file → Normal file
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BIN
sounds/i3_teleport.ogg Normal file

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BIN
sounds/i3_trash.ogg Normal file

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358
src/api.lua Normal file
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@ -0,0 +1,358 @@
local http = ...
local make_fs, get_inventory_fs = i3.files.gui()
IMPORT("gmatch", "split")
IMPORT("S", "err", "fmt", "reg_items")
IMPORT("sorter", "sort_inventory")
IMPORT("sort", "concat", "copy", "insert", "remove")
IMPORT("true_str", "true_table", "is_str", "is_func", "is_table", "clean_name")
function i3.register_craft_type(name, def)
if not true_str(name) then
return err "i3.register_craft_type: name missing"
elseif not true_table(def) then
return err "i3.register_craft_type: definition missing"
elseif not is_str(def.description) then
def.description = ""
end
i3.craft_types[name] = def
end
function i3.register_craft(def)
local width, c = 0, 0
if http and true_str(def.url) then
http.fetch({url = def.url}, function(result)
if result.succeeded then
local t = core.parse_json(result.data)
if is_table(t) then
return i3.register_craft(t)
end
end
end)
return
end
if not true_table(def) then
return err "i3.register_craft: craft definition missing"
end
if #def > 1 then
for _, v in pairs(def) do
i3.register_craft(v)
end
return
end
if def.result then
def.output = def.result -- Backward compatibility
def.result = nil
end
if not true_str(def.output) and not def.url then
return err "i3.register_craft: output missing"
end
if not is_table(def.items) then
def.items = {}
end
if def.grid then
if not is_table(def.grid) then
def.grid = {}
end
if not is_table(def.key) then
def.key = {}
end
local cp = copy(def.grid)
sort(cp, function(a, b) return #a > #b end)
width = #cp[1]
for i = 1, #def.grid do
while #def.grid[i] < width do
def.grid[i] = def.grid[i] .. " "
end
end
for symbol in gmatch(concat(def.grid), ".") do
c++
def.items[c] = def.key[symbol]
end
else
local items = copy(def.items)
local lines = {}
def.items = {}
for i = 1, #items do
lines[i] = split(items[i], ",", true)
if #lines[i] > width then
width = #lines[i]
end
end
for i = 1, #items do
while #lines[i] < width do
insert(lines[i], items[i])
end
end
for _, line in ipairs(lines) do
for _, v in ipairs(line) do
c++
def.items[c] = clean_name(v)
end
end
end
local item = ItemStack(def.output):get_name()
i3.recipes_cache[item] = i3.recipes_cache[item] or {}
def.custom = true
def.width = width
insert(i3.recipes_cache[item], def)
end
function i3.add_recipe_filter(name, f)
if not true_str(name) then
return err "i3.add_recipe_filter: name missing"
elseif not is_func(f) then
return err "i3.add_recipe_filter: function missing"
end
i3.recipe_filters[name] = f
end
function i3.set_recipe_filter(name, f)
if not is_str(name) then
return err "i3.set_recipe_filter: name missing"
elseif not is_func(f) then
return err "i3.set_recipe_filter: function missing"
end
i3.recipe_filters = {[name] = f}
end
function i3.add_search_filter(name, f)
if not true_str(name) then
return err "i3.add_search_filter: name missing"
elseif not is_func(f) then
return err "i3.add_search_filter: function missing"
end
i3.search_filters[name] = f
end
function i3.get_recipes(item)
item = core.registered_aliases[item] or item
local recipes = i3.recipes_cache[item]
local usages = i3.usages_cache[item]
return {recipes = recipes, usages = usages}
end
function i3.set_fs(player)
if not player or player.is_fake_player then return end
local name = player:get_player_name()
local data = i3.data[name]
if not data then return end
if data.auto_sorting then
sort_inventory(player, data)
end
for i, tab in ipairs(i3.tabs) do
if data.tab == i and tab.access and not tab.access(player, data) then
data.tab = 1
break
end
end
local fs = make_fs(player, data)
player:set_inventory_formspec(fs)
end
function i3.new_tab(name, def)
if not true_str(name) then
return err "i3.new_tab: tab name missing"
elseif not true_table(def) then
return err "i3.new_tab: tab definition missing"
elseif not true_str(def.description) then
return err "i3.new_tab: description missing"
elseif #i3.tabs == 6 then
return err(fmt("i3.new_tab: cannot add '%s' tab. Limit reached (6).", def.name))
end
def.name = name
insert(i3.tabs, def)
end
i3.new_tab("inventory", {
description = S"Inventory",
formspec = get_inventory_fs,
fields = i3.files.fields(),
})
function i3.remove_tab(name)
if not true_str(name) then
return err "i3.remove_tab: tab name missing"
end
for i, def in ipairs(i3.tabs) do
if name == def.name then
remove(i3.tabs, i)
break
end
end
end
function i3.get_current_tab(player)
local name = player:get_player_name()
local data = i3.data[name]
return data.tab
end
function i3.set_tab(player, tabname)
local name = player:get_player_name()
local data = i3.data[name]
if not tabname or tabname == "" then
data.tab = 0
return
end
for i, tab in ipairs(i3.tabs) do
if tab.name == tabname then
data.tab = i
return
end
end
err(fmt("i3.set_tab: tab name '%s' does not exist", tabname))
end
function i3.override_tab(name, newdef)
if not true_str(name) then
return err "i3.override_tab: tab name missing"
elseif not true_table(newdef) then
return err "i3.override_tab: tab definition missing"
elseif not true_str(newdef.description) then
return err "i3.override_tab: description missing"
end
newdef.name = name
for i, def in ipairs(i3.tabs) do
if def.name == name then
i3.tabs[i] = newdef
break
end
end
end
i3.register_craft_type("digging", {
description = S"Digging",
icon = "i3_steelpick.png",
})
i3.register_craft_type("digging_chance", {
description = S"Digging (by chance)",
icon = "i3_mesepick.png",
})
i3.add_search_filter("groups", function(item, groups)
local def = reg_items[item]
local has_groups = true
for _, group in ipairs(groups) do
if not def.groups[group] then
has_groups = nil
break
end
end
return has_groups
end)
function i3.compress(item, def)
if not true_str(item) then
return err "i3.compress: item name missing"
elseif not true_table(def) then
return err "i3.compress: replace definition missing"
elseif not true_str(def.replace) then
return err "i3.compress: replace string missing"
elseif not is_table(def.by) then
return err "i3.compress: replace substrings missing"
elseif i3.compressed[item] then
return err(fmt("i3.compress: item '%s' is already compressed", item))
end
local t = {}
i3.compress_groups[item] = i3.compress_groups[item] or {}
for _, str in ipairs(def.by) do
local it = item:gsub(def.replace, str)
insert(t, it)
insert(i3.compress_groups[item], it)
i3.compressed[it] = true
end
end
function i3.hud_notif(name, msg, img)
if not true_str(name) then
return err "i3.hud_notif: player name missing"
elseif not true_str(msg) then
return err "i3.hud_notif: message missing"
end
local data = i3.data[name]
if not data then
return err "i3.hud_notif: no player data initialized"
end
data.show_hud = true
data.hud_msg = msg
if img then
data.hud_img = fmt("%s^[resize:16x16", img)
end
end
function i3.add_sorting_method(name, def)
if not true_str(name) then
return err "i3.add_sorting_method: name missing"
elseif not true_table(def) then
return err "i3.add_sorting_method: definition missing"
elseif not is_func(def.func) then
return err "i3.add_sorting_method: function missing"
end
def.name = name
insert(i3.sorting_methods, def)
end
i3.add_sorting_method("alphabetical", {
description = S"Sort items by name (A-Z)",
func = function(list, data)
sorter(list, data.reverse_sorting, 1)
return list
end
})
i3.add_sorting_method("numerical", {
description = S"Sort items by number of items per stack",
func = function(list, data)
sorter(list, data.reverse_sorting, 2)
return list
end,
})

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local set_fs = i3.set_fs
IMPORT("get_bag_description", "ItemStack")
IMPORT("S", "ES", "fmt", "msg", "slz", "dslz")
IMPORT("get_group", "play_sound", "get_detached_inv", "create_inventory")
local function get_content(content)
local t = {}
for i, v in pairs(content) do
t[i] = ItemStack(v)
end
return t
end
local function init_bags(player)
local name = player:get_player_name()
local data = i3.data[name]
local bag = create_inventory(fmt("i3_bag_%s", name), {
allow_put = function(inv, _, _, stack)
local empty = inv:is_empty"main"
local item_group = get_group(stack:get_name(), "bag")
if empty and item_group > 0 and item_group <= 4 then
return 1
end
if not empty then
msg(name, S"There is already a bag")
else
msg(name, S"This is not a bag")
end
return 0, play_sound(name, "i3_cannot", 0.8)
end,
on_put = function(_, _, _, stack)
data.bag = stack:to_string()
local meta = stack:get_meta()
local content = dslz(meta:get_string"content")
if content then
local inv = get_detached_inv("bag_content", name)
inv:set_list("main", get_content(content))
end
set_fs(player)
end,
on_take = function()
data.bag = nil
data.bag_rename = nil
local content = get_detached_inv("bag_content", name)
content:set_list("main", {})
set_fs(player)
end,
}, name)
bag:set_size("main", 1)
if data.bag then
bag:set_list("main", get_content{data.bag})
end
local function save_content(inv)
local bagstack = bag:get_stack("main", 1)
local meta = bagstack:get_meta()
local desc = get_bag_description(data, bagstack)
if inv:is_empty"main" then
meta:set_string("description", desc)
meta:set_string("content", "")
else
local list = inv:get_list"main"
local t, c = {}, 0
for i = 1, #list do
local stack = list[i]
if not stack:is_empty() then
c++
t[i] = stack:to_string()
end
end
local bag_size = get_group(bagstack:get_name(), "bag")
local percent = fmt("%d", (c * 100) / (bag_size * 4))
meta:set_string("description", ES("@1 (@2% full)", desc, percent))
meta:set_string("content", slz(t))
end
bag:set_stack("main", 1, bagstack)
data.bag = bagstack:to_string()
set_fs(player)
end
local bag_content = create_inventory(fmt("i3_bag_content_%s", name), {
on_move = save_content,
on_put = save_content,
on_take = save_content,
allow_put = function(_, _, _, stack)
local meta = stack:get_meta()
local content = dslz(meta:get_string"content")
if content then
msg(name, "You cannot put a bag in another bag")
return 0, play_sound(name, "i3_cannot", 0.8)
end
return stack:get_count()
end,
}, name)
bag_content:set_size("main", 4*4)
if data.bag then
local meta = bag:get_stack("main", 1):get_meta()
local content = dslz(meta:get_string"content")
if content then
bag_content:set_list("main", get_content(content))
end
end
end
local bag_recipes = {
small = {
rcp = {
{"", "farming:string", ""},
{"group:wool", "group:wool", "group:wool"},
{"group:wool", "group:wool", "group:wool"},
},
size = 2,
},
medium = {
rcp = {
{"farming:string", "i3:bag_small", "farming:string"},
{"farming:string", "i3:bag_small", "farming:string"},
},
size = 3,
},
large = {
rcp = {
{"farming:string", "i3:bag_medium", "farming:string"},
{"farming:string", "i3:bag_medium", "farming:string"},
},
size = 4,
},
}
for size, item in pairs(bag_recipes) do
local bagname = fmt("i3:bag_%s", size)
core.register_craftitem(bagname, {
description = fmt("%s Backpack", size:gsub("^%l", string.upper)),
inventory_image = fmt("i3_bag_%s.png", size),
groups = {bag = item.size},
stack_max = 1,
})
core.register_craft{output = bagname, recipe = item.rcp}
core.register_craft{type = "fuel", recipe = bagname, burntime = 3}
end
return init_bags

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local replacements = {fuel = {}}
local http = ...
IMPORT("maxn", "copy", "insert", "sort", "match", "sub")
IMPORT("true_str", "is_table", "valid_item", "table_merge", "table_replace", "rcp_eq")
IMPORT("fmt", "reg_items", "reg_aliases", "reg_nodes", "is_cube", "get_cube", "ItemStack")
IMPORT("is_group", "extract_groups", "item_has_groups", "groups_to_items", "get_group_stereotype")
local function get_burntime(item)
return core.get_craft_result{method = "fuel", items = {item}}.time
end
local function cache_fuel(item)
local burntime = get_burntime(item)
if burntime > 0 then
i3.fuel_cache[item] = {
type = "fuel",
items = {item},
burntime = burntime,
replacements = replacements.fuel[item],
}
end
end
local function cache_groups(group, groups)
i3.groups[group] = {}
i3.groups[group].groups = groups
i3.groups[group].items = groups_to_items(groups)
if #groups == 1 then
i3.groups[group].stereotype = get_group_stereotype(groups[1])
end
local items = i3.groups[group].items
if #items <= 1 then return end
local px, lim, c = 64, 10, 0
local sprite = "[combine:WxH"
for _, item in ipairs(items) do
local def = reg_items[item]
local tiles = def.tiles or def.tile_images
local texture = true_str(def.inventory_image) and def.inventory_image --or tiles[1]
if def.drawtype and is_cube(def.drawtype) then
texture = get_cube(tiles)
end
if texture then
texture = texture:gsub("%^", "\\^"):gsub(":", "\\:") .. fmt("\\^[resize\\:%ux%u", px, px)
sprite = sprite .. fmt(":0,%u=%s", c * px, texture)
c++
if c == lim then break end
end
end
if c > 1 then
sprite = sprite:gsub("WxH", px .. "x" .. px * c)
i3.groups[group].sprite = sprite
i3.groups[group].count = c
end
end
local function get_item_usages(item, recipe, added)
if is_group(item) then
local group = item:sub(7)
local group_cache = i3.groups[group]
local groups = group_cache and group_cache.groups or extract_groups(item)
if not group_cache then
cache_groups(group, groups)
end
for name, def in pairs(reg_items) do
if not added[name] and valid_item(def) and item_has_groups(def.groups, groups) then
local usage = copy(recipe)
table_replace(usage.items, item, name)
i3.usages_cache[name] = i3.usages_cache[name] or {}
insert(i3.usages_cache[name], 1, usage)
added[name] = true
end
end
elseif valid_item(reg_items[item]) then
i3.usages_cache[item] = i3.usages_cache[item] or {}
insert(i3.usages_cache[item], 1, recipe)
end
end
local function get_usages(recipe)
local added = {}
for _, item in pairs(recipe.items) do
item = reg_aliases[item] or item
if not added[item] then
get_item_usages(item, recipe, added)
added[item] = true
end
end
end
local function cache_usages(item)
local recipes = i3.recipes_cache[item] or {}
for i = 1, #recipes do
get_usages(recipes[i])
end
if i3.fuel_cache[item] then
i3.usages_cache[item] = table_merge(i3.usages_cache[item] or {}, {i3.fuel_cache[item]})
end
end
local function drop_table(name, drop)
local count_sure = 0
local drop_items = drop.items or {}
local max_items = drop.max_items
for i = 1, #drop_items do
local di = drop_items[i]
local valid_rarity = di.rarity and di.rarity > 1
if di.rarity or not max_items or
(max_items and not di.rarity and count_sure < max_items) then
for j = 1, #di.items do
local dstack = ItemStack(di.items[j])
local dname = dstack:get_name()
local dcount = dstack:get_count()
local empty = dstack:is_empty()
if not empty and (dname ~= name or (dname == name and dcount > 1)) then
local rarity = valid_rarity and di.rarity
i3.register_craft {
type = rarity and "digging_chance" or "digging",
items = {name},
output = fmt("%s %u", dname, dcount),
rarity = rarity,
tools = di.tools,
}
end
end
end
if not di.rarity then
count_sure++
end
end
end
local function cache_drops(name, drop)
if true_str(drop) then
local dstack = ItemStack(drop)
local dname = dstack:get_name()
local empty = dstack:is_empty()
if not empty and dname ~= name then
i3.register_craft {
type = "digging",
items = {name},
output = drop,
}
end
elseif is_table(drop) then
drop_table(name, drop)
end
end
local function cache_recipes(item)
local recipes = core.get_all_craft_recipes(item)
if replacements[item] then
local _recipes = {}
for k, v in ipairs(recipes or {}) do
_recipes[#recipes + 1 - k] = v
end
local shift = 0
local size_rpl = maxn(replacements[item])
local size_rcp = #_recipes
if size_rpl > size_rcp then
shift = size_rcp - size_rpl
end
for k, v in pairs(replacements[item]) do
k += shift
if _recipes[k] then
_recipes[k].replacements = v
end
end
recipes = _recipes
end
if recipes then
i3.recipes_cache[item] = table_merge(recipes, i3.recipes_cache[item] or {})
end
end
--[[ As `core.get_craft_recipe` and `core.get_all_craft_recipes` do not
return the fuel, replacements and toolrepair recipes, we have to
override `core.register_craft` and do some reverse engineering.
See engine's issues #4901, #5745 and #8920. ]]
local old_register_craft = core.register_craft
local rcp_num = {}
core.register_craft = function(def)
old_register_craft(def)
if def.type == "toolrepair" then
i3.toolrepair = def.additional_wear * -100
end
local output = def.output or (true_str(def.recipe) and def.recipe) or nil
if not output then return end
output = {match(output, "%S+")}
local groups
if is_group(output[1]) then
groups = extract_groups(output[1])
output = groups_to_items(groups)
end
for i = 1, #output do
local item = output[i]
rcp_num[item] = (rcp_num[item] or 0) + 1
if def.replacements then
if def.type == "fuel" then
replacements.fuel[item] = def.replacements
else
replacements[item] = replacements[item] or {}
replacements[item][rcp_num[item]] = def.replacements
end
end
end
end
local old_clear_craft = core.clear_craft
core.clear_craft = function(def)
old_clear_craft(def)
if true_str(def) then
return -- TODO
elseif is_table(def) then
return -- TODO
end
end
local function resolve_aliases(hash)
for oldname, newname in pairs(reg_aliases) do
cache_recipes(oldname)
local recipes = i3.recipes_cache[oldname]
if recipes then
if not i3.recipes_cache[newname] then
i3.recipes_cache[newname] = {}
end
local similar
for i = 1, #i3.recipes_cache[oldname] do
local rcp_old = i3.recipes_cache[oldname][i]
for j = 1, #i3.recipes_cache[newname] do
local rcp_new = copy(i3.recipes_cache[newname][j])
rcp_new.output = oldname
if rcp_eq(rcp_old, rcp_new) then
similar = true
break
end
end
if not similar then
insert(i3.recipes_cache[newname], rcp_old)
end
end
end
if newname ~= "" and i3.recipes_cache[oldname] and reg_items[newname] and not hash[newname] then
insert(i3.init_items, newname)
end
end
end
local function init_recipes()
local _select, _preselect = {}, {}
for name, def in pairs(reg_items) do
if name ~= "" and valid_item(def) then
cache_drops(name, def.drop)
cache_fuel(name)
cache_recipes(name)
_preselect[name] = true
end
end
for name in pairs(_preselect) do
cache_usages(name)
insert(i3.init_items, name)
_select[name] = true
end
resolve_aliases(_select)
sort(i3.init_items)
if http and true_str(i3.export_url) then
local post_data = {
recipes = i3.recipes_cache,
usages = i3.usages_cache,
}
http.fetch_async {
url = i3.export_url,
post_data = core.write_json(post_data),
}
end
end
local function init_cubes()
for name, def in pairs(reg_nodes) do
if def then
local id = core.get_content_id(name)
local tiles = def.tiles or def.tile_images
if is_cube(def.drawtype) then
i3.cubes[id] = get_cube(tiles)
elseif sub(def.drawtype, 1, 9) == "plantlike" or sub(def.drawtype, 1, 8) == "firelike" then
local texture = true_str(def.inventory_image) and def.inventory_image or tiles[1]
if texture then
i3.plants[id] = texture
end
end
end
end
end
return function()
init_recipes()
init_cubes()
end

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local http, storage = ...
local init_bags = i3.files.bags()
local fill_caches = i3.files.caches(http)
local init_detached = i3.files.detached()
local init_hud = i3.files.hud()
local set_fs = i3.set_fs
IMPORT("slz", "min", "insert", "copy", "ItemStack")
IMPORT("spawn_item", "reset_data", "get_detached_inv")
core.register_on_player_hpchange(function(player, hpchange)
local name = player:get_player_name()
local data = i3.data[name]
if not data then return end
local hp_max = player:get_properties().hp_max
data.hp = min(hp_max, player:get_hp() + hpchange)
set_fs(player)
end)
core.register_on_dieplayer(function(player)
local name = player:get_player_name()
local data = i3.data[name]
if not data then return end
if i3.settings.drop_bag_on_die then
local bagstack = ItemStack(data.bag)
spawn_item(player, bagstack)
end
data.bag = nil
local bag = get_detached_inv("bag", name)
local content = get_detached_inv("bag_content", name)
bag:set_list("main", {})
content:set_list("main", {})
set_fs(player)
end)
core.register_on_chatcommand(function(name)
local player = core.get_player_by_name(name)
core.after(0, set_fs, player)
end)
core.register_on_priv_grant(function(name, _, priv)
if priv == "creative" or priv == "all" then
local data = i3.data[name]
reset_data(data)
data.favs = {}
local player = core.get_player_by_name(name)
core.after(0, set_fs, player)
end
end)
core.register_on_player_inventory_action(function(player, _, _, info)
local name = player:get_player_name()
if not core.is_creative_enabled(name) and
((info.from_list == "main" and info.to_list == "craft") or
(info.from_list == "craft" and info.to_list == "main") or
(info.from_list == "craftresult" and info.to_list == "main")) then
set_fs(player)
end
end)
if core.global_exists("armor") then
i3.modules.armor = true
armor:register_on_update(set_fs)
end
if core.global_exists("skins") then
i3.modules.skins = true
end
if core.global_exists("awards") then
i3.modules.awards = true
core.register_on_craft(function(_, player)
set_fs(player)
end)
core.register_on_dignode(function(_, _, player)
set_fs(player)
end)
core.register_on_placenode(function(_, _, player)
set_fs(player)
end)
core.register_on_chat_message(function(name)
local player = core.get_player_by_name(name)
set_fs(player)
end)
end
local function disable_inventories()
if rawget(_G, "sfinv") then
function sfinv.set_player_inventory_formspec() return end
sfinv.enabled = false
end
if rawget(_G, "unified_inventory") then
function unified_inventory.set_inventory_formspec() return end
end
end
core.register_on_mods_loaded(function()
fill_caches()
disable_inventories()
end)
local function get_lang_code(info)
return info and info.lang_code
end
local function get_formspec_version(info)
return info and info.formspec_version or 1
end
local function outdated(name)
core.show_formspec(name, "i3_outdated",
("size[6.5,1.3]image[0,0;1,1;i3_book.png]label[1,0;%s]button_exit[2.6,0.8;1,1;;OK]"):format(
"Your Minetest client is outdated.\nGet the latest version on minetest.net to play the game."))
end
local function init_data(player, info)
local name = player:get_player_name()
i3.data[name] = i3.data[name] or {}
local data = i3.data[name]
data.player_name = name
data.filter = ""
data.pagenum = 1
data.skin_pagenum = 1
data.items = i3.init_items
data.items_raw = i3.init_items
data.favs = {}
data.sort = "alphabetical"
data.show_setting = "home"
data.ignore_hotbar = false
data.auto_sorting = false
data.reverse_sorting = false
data.inv_compress = true
data.export_counts = {}
data.tab = 1
data.itab = 1
data.subcat = 1
data.scrbar_inv = 0
data.lang_code = get_lang_code(info)
data.fs_version = info.formspec_version
local inv = player:get_inventory()
inv:set_size("main", i3.settings.inv_size)
core.after(0, set_fs, player)
end
local function save_data(player_name)
local _data = copy(i3.data)
for name, v in pairs(_data) do
for dat in pairs(v) do
if not i3.saves[dat] then
_data[name][dat] = nil
if player_name and i3.data[player_name] then
i3.data[player_name][dat] = nil -- To free up some memory
end
end
end
end
storage:set_string("data", slz(_data))
end
insert(core.registered_on_joinplayers, 1, function(player)
local name = player:get_player_name()
local info = core.get_player_information and core.get_player_information(name)
if not info or get_formspec_version(info) < i3.settings.min_fs_version then
return outdated(name)
end
init_data(player, info)
init_bags(player)
init_detached(player)
init_hud(player)
end)
core.register_on_leaveplayer(function(player)
local name = player:get_player_name()
save_data(name)
end)
core.register_on_shutdown(save_data)
local function routine()
save_data()
core.after(i3.settings.save_interval, routine)
end
core.after(i3.settings.save_interval, routine)

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local ItemStack = ItemStack
local loadstring = loadstring
local reg_items = core.registered_items
local translate = core.get_translated_string
local vec_new, vec_add, vec_mul = vector.new, vector.add, vector.multiply
local sort, concat, insert = table.sort, table.concat, table.insert
local min, floor, ceil = math.min, math.floor, math.ceil
local fmt, find, match, gmatch, sub, split, lower, upper =
string.format, string.find, string.match, string.gmatch,
string.sub, string.split, string.lower, string.upper
if not core.registered_privileges.creative then
core.register_privilege("creative", {
description = "Allow player to use creative inventory",
give_to_singleplayer = false,
give_to_admin = false,
})
end
local old_is_creative_enabled = core.is_creative_enabled
function core.is_creative_enabled(name)
if name == "" then
return old_is_creative_enabled(name)
end
return core.check_player_privs(name, {creative = true}) or old_is_creative_enabled(name)
end
local S = core.get_translator"i3"
local ES = function(...) return core.formspec_escape(S(...)) end
local function is_num(x)
return type(x) == "number"
end
local function is_str(x)
return type(x) == "string"
end
local function is_table(x)
return type(x) == "table"
end
local function is_func(x)
return type(x) == "function"
end
local function true_str(str)
return is_str(str) and str ~= ""
end
local function true_table(x)
return is_table(x) and next(x)
end
local function reset_compression(data)
data.alt_items = nil
data.expand = ""
end
local function msg(name, str)
local prefix = "[i3]"
return core.chat_send_player(name, fmt("%s %s", core.colorize("#ff0", prefix), str))
end
local function err(str)
return core.log("error", str)
end
local function round(num, decimal)
local mul = 10 ^ decimal
return floor(num * mul + 0.5) / mul
end
local function toupper(str)
return str:gsub("%f[%w]%l", upper):gsub("_", " ")
end
local function utf8_len(str)
local c = 0
for _ in str:gmatch"([%z\1-\127\194-\244][\128-\191]*)" do -- Arguably working duct-tape code
c++
end
return c
end
local function get_bag_description(data, stack)
local desc = translate(data.lang_code, stack:get_description())
desc = split(desc, "(")[1] or desc
desc = toupper(desc:trim())
return desc
end
local function search(data)
reset_compression(data)
local filter = data.filter
local opt = "^(.-)%+([%w_]+)=([%w_,]+)"
local search_filter = next(i3.search_filters) and match(filter, opt)
local filters = {}
if search_filter then
search_filter = search_filter:trim()
for filter_name, values in gmatch(filter, sub(opt, 6)) do
if i3.search_filters[filter_name] then
values = split(values, ",")
filters[filter_name] = values
end
end
end
local filtered_list, c = {}, 0
for i = 1, #data.items_raw do
local item = data.items_raw[i]
local def = reg_items[item]
local desc = lower(translate(data.lang_code, def.description)) or ""
local search_in = fmt("%s %s", item, desc)
local temp, j, to_add = {}, 1
if search_filter then
for filter_name, values in pairs(filters) do
if values then
local func = i3.search_filters[filter_name]
to_add = (j > 1 and temp[item] or j == 1) and
func(item, values) and (search_filter == "" or
find(search_in, search_filter, 1, true))
if to_add then
temp[item] = true
end
j++
end
end
else
local ok = true
for keyword in gmatch(filter, "%S+") do
if not find(search_in, keyword, 1, true) then
ok = nil
break
end
end
if ok then
to_add = true
end
end
if to_add then
c++
filtered_list[c] = item
end
end
data.items = filtered_list
end
local function table_replace(t, val, new)
for k, v in pairs(t) do
if v == val then
t[k] = new
end
end
end
local function table_merge(t1, t2, hash)
t1 = t1 or {}
t2 = t2 or {}
if hash then
for k, v in pairs(t2) do
t1[k] = v
end
else
local c = #t1
for i = 1, #t2 do
c++
t1[c] = t2[i]
end
end
return t1
end
local function array_diff(t1, t2)
local hash = {}
for i = 1, #t1 do
local v = t1[i]
hash[v] = true
end
for i = 1, #t2 do
local v = t2[i]
hash[v] = nil
end
local diff, c = {}, 0
for i = 1, #t1 do
local v = t1[i]
if hash[v] then
c++
diff[c] = v
end
end
return diff
end
local function rcp_eq(rcp, rcp2)
if rcp.type ~= rcp2.type then return end
if rcp.width ~= rcp2.width then return end
if #rcp.items ~= #rcp2.items then return end
if rcp.output ~= rcp2.output then return end
for i, item in pairs(rcp.items) do
if item ~= rcp2.items[i] then return end
end
for i, item in pairs(rcp2.items) do
if item ~= rcp.items[i] then return end
end
return true
end
local function clean_name(item)
if sub(item, 1, 1) == ":" or sub(item, 1, 1) == " " or sub(item, 1, 1) == "_" then
item = sub(item, 2)
end
return item
end
local function is_group(item)
return sub(item, 1, 6) == "group:"
end
local function extract_groups(str)
return split(sub(str, 7), ",")
end
local function item_has_groups(item_groups, groups)
for i = 1, #groups do
local group = groups[i]
if (item_groups[group] or 0) == 0 then return end
end
return true
end
local function valid_item(def)
return def and def.groups.not_in_creative_inventory ~= 1 and
def.description and def.description ~= ""
end
local function get_group_stereotype(group)
local stereotype = i3.group_stereotypes[group]
local def = reg_items[stereotype]
if valid_item(def) then
return stereotype
end
end
local function groups_to_items(groups)
local names = {}
for name, def in pairs(reg_items) do
if valid_item(def) and item_has_groups(def.groups, groups) then
insert(names, name)
end
end
sort(names)
return names
end
local function is_cube(drawtype)
return drawtype == "normal" or drawtype == "liquid" or
sub(drawtype, 1, 9) == "glasslike" or
sub(drawtype, 1, 8) == "allfaces"
end
local function get_cube(tiles)
if not true_table(tiles) then
return "i3_blank.png"
end
local top = tiles[1] or "i3_blank.png"
if is_table(top) then
top = top.name or top.image
end
local left = tiles[3] or top or "i3_blank.png"
if is_table(left) then
left = left.name or left.image
end
local right = tiles[5] or left or "i3_blank.png"
if is_table(right) then
right = right.name or right.image
end
return core.inventorycube(top, left, right)
end
local function apply_recipe_filters(recipes, player)
for _, filter in pairs(i3.recipe_filters) do
recipes = filter(recipes, player)
end
return recipes
end
local function compression_active(data)
return i3.settings.item_compression and not next(i3.recipe_filters) and data.filter == ""
end
local function compressible(item, data)
return compression_active(data) and i3.compress_groups[item]
end
local function is_fav(data)
for i = 1, #data.favs do
if data.favs[i] == data.query_item then
return i
end
end
end
local function sort_by_category(data)
reset_compression(data)
local items = data.items_raw
if data.filter ~= "" then
search(data)
items = data.items
end
local new = {}
for i = 1, #items do
local item = items[i]
local to_add = true
if data.itab == 2 then
to_add = core.registered_nodes[item]
elseif data.itab == 3 then
to_add = core.registered_craftitems[item] or core.registered_tools[item]
end
if to_add then
insert(new, item)
end
end
data.items = new
end
local function spawn_item(player, stack)
local dir = player:get_look_dir()
local ppos = player:get_pos()
ppos.y = ppos.y + player:get_properties().eye_height
local look_at = vec_add(ppos, vec_mul(dir, 1))
core.add_item(look_at, stack)
end
local function get_recipes(player, item)
item = core.registered_aliases[item] or item
local recipes = i3.recipes_cache[item]
local usages = i3.usages_cache[item]
if recipes then
recipes = apply_recipe_filters(recipes, player)
end
local no_recipes = not recipes or #recipes == 0
if no_recipes and not usages then return end
usages = apply_recipe_filters(usages, player)
local no_usages = not usages or #usages == 0
return not no_recipes and recipes or nil,
not no_usages and usages or nil
end
local function get_stack(player, stack)
local inv = player:get_inventory()
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
spawn_item(player, stack)
end
end
local function craft_stack(player, data, craft_rcp)
local inv = player:get_inventory()
local rcp_usg = craft_rcp and "recipe" or "usage"
local output = craft_rcp and data.recipes[data.rnum].output or data.usages[data.unum].output
output = ItemStack(output)
local stackname, stackcount, stackmax = output:get_name(), output:get_count(), output:get_stack_max()
local scrbar_val = data[fmt("scrbar_%s", craft_rcp and "rcp" or "usg")] or 1
for name, count in pairs(data.export_counts[rcp_usg].rcp) do
local items = {[name] = count}
if is_group(name) then
items = {}
local groups = extract_groups(name)
local groupname = name:sub(7)
local item_groups = i3.groups[groupname].items or groups_to_items(groups)
local remaining = count
for _, item in ipairs(item_groups) do
for _name, _count in pairs(data.export_counts[rcp_usg].inv) do
if item == _name and remaining > 0 then
local c = min(remaining, _count)
items[item] = c
remaining -= c
end
if remaining == 0 then break end
end
end
end
for k, v in pairs(items) do
inv:remove_item("main", fmt("%s %s", k, v * scrbar_val))
end
end
local count = stackcount * scrbar_val
local iter = ceil(count / stackmax)
local leftover = count
for _ = 1, iter do
local c = min(stackmax, leftover)
local stack = ItemStack(fmt("%s %s", stackname, c))
get_stack(player, stack)
leftover -= stackmax
end
end
local function play_sound(name, sound, volume)
core.sound_play(sound, {to_player = name, gain = volume}, true)
end
local function safe_teleport(player, pos)
local name = player:get_player_name()
play_sound(name, "i3_teleport", 0.8)
local vel = player:get_velocity()
player:add_velocity(vec_mul(vel, -1))
local p = vec_new(pos)
p.y += 0.25
player:set_pos(p)
end
local function get_sorting_idx(name)
local idx = 1
for i, def in ipairs(i3.sorting_methods) do
if name == def.name then
idx = i
end
end
return idx
end
local function sorter(inv, reverse, mode)
sort(inv, function(a, b)
if mode == 1 then
a, b = a:get_name(), b:get_name()
else
a, b = a:get_count(), b:get_count()
end
if reverse then
return a > b
end
return a < b
end)
end
local function pre_sorting(list, start_i)
local new_inv, special = {}, {}
for i = start_i, #list do
local stack = list[i]
local empty = stack:is_empty()
local meta = stack:get_meta():to_table()
local wear = stack:get_wear() > 0
if not empty then
if next(meta.fields) or wear then
insert(special, stack)
else
insert(new_inv, stack)
end
end
end
new_inv = table_merge(new_inv, special)
return new_inv
end
local function compress_items(list, start_i)
local hash, new_inv, special = {}, {}, {}
for i = start_i, #list do
local stack = list[i]
local name = stack:get_name()
local count = stack:get_count()
local stackmax = stack:get_stack_max()
local empty = stack:is_empty()
local meta = stack:get_meta():to_table()
local wear = stack:get_wear() > 0
if not empty then
if next(meta.fields) or wear or count >= stackmax then
insert(special, stack)
else
hash[name] = hash[name] or 0
hash[name] += count
end
end
end
for name, count in pairs(hash) do
local stackmax = ItemStack(name):get_stack_max()
local iter = ceil(count / stackmax)
local leftover = count
for _ = 1, iter do
insert(new_inv, ItemStack(fmt("%s %u", name, min(stackmax, leftover))))
leftover -= stackmax
end
end
new_inv = table_merge(new_inv, special)
return new_inv
end
local function drop_items(player, inv, list, start_i, rej, remove)
for i = start_i, #list do
local stack = list[i]
local name = stack:get_name()
for _, it in ipairs(rej) do
if name == it then
if not remove then
spawn_item(player, stack)
end
inv:set_stack("main", i, ItemStack(""))
end
end
end
return inv:get_list"main"
end
local function sort_inventory(player, data)
local inv = player:get_inventory()
local list = inv:get_list"main"
local size = inv:get_size"main"
local start_i = data.ignore_hotbar and (i3.settings.hotbar_len + 1) or 1
if true_table(data.drop_items) then
list = drop_items(player, inv, list, start_i, data.drop_items, true)
end
if data.inv_compress then
list = compress_items(list, start_i)
else
list = pre_sorting(list, start_i)
end
local idx = get_sorting_idx(data.sort)
local new_inv = i3.sorting_methods[idx].func(list, data)
if not new_inv then return end
if not data.ignore_hotbar then
inv:set_list("main", new_inv)
return
end
for i = start_i, size do
local index = i - start_i + 1
inv:set_stack("main", i, new_inv[index] or "")
end
end
local function reset_data(data)
data.filter = ""
data.expand = ""
data.pagenum = 1
data.rnum = 1
data.unum = 1
data.scrbar_rcp = 1
data.scrbar_usg = 1
data.query_item = nil
data.enable_search = nil
data.recipes = nil
data.usages = nil
data.export_rcp = nil
data.export_usg = nil
data.alt_items = nil
data.confirm_trash = nil
data.show_settings = nil
data.show_setting = "home"
data.items = data.items_raw
if data.itab > 1 then
sort_by_category(data)
end
end
local function add_hud_waypoint(player, name, pos, color)
return player:hud_add {
hud_elem_type = "waypoint",
name = name,
text = "m",
world_pos = pos,
number = color,
z_index = -300,
}
end
local function get_detached_inv(name, player_name)
return core.get_inventory {
type = "detached",
name = fmt("i3_%s_%s", name, player_name)
}
end
-- Much faster implementation of `unpack`
local function createunpack(n)
local ret = {"local t = ... return "}
for k = 2, n do
ret[2 + (k - 2) * 4] = "t["
ret[3 + (k - 2) * 4] = k - 1
ret[4 + (k - 2) * 4] = "]"
if k ~= n then
ret[5 + (k - 2) * 4] = ","
end
end
return loadstring(concat(ret))
end
local newunpack = createunpack(33)
-------------------------------------------------------------------------------
local _ = {
-- Groups
is_group = is_group,
extract_groups = extract_groups,
item_has_groups = item_has_groups,
groups_to_items = groups_to_items,
get_group_stereotype = get_group_stereotype,
-- Compression
compressible = compressible,
compression_active = compression_active,
-- Sorting
search = search,
sorter = sorter,
get_recipes = get_recipes,
sort_inventory = sort_inventory,
get_sorting_idx = get_sorting_idx,
sort_by_category = sort_by_category,
apply_recipe_filters = apply_recipe_filters,
-- Type checks
is_fav = is_fav,
is_str = is_str,
is_num = is_num,
is_func = is_func,
true_str = true_str,
true_table = true_table,
-- Console
err = err,
msg = msg,
-- Misc. functions
is_cube = is_cube,
get_cube = get_cube,
ItemStack = ItemStack,
valid_item = valid_item,
spawn_item = spawn_item,
clean_name = clean_name,
play_sound = play_sound,
reset_data = reset_data,
safe_teleport = safe_teleport,
add_hud_waypoint = add_hud_waypoint,
-- Core functions
clr = core.colorize,
slz = core.serialize,
dslz = core.deserialize,
ESC = core.formspec_escape,
draw_cube = core.inventorycube,
get_group = core.get_item_group,
pos_to_str = core.pos_to_string,
str_to_pos = core.string_to_pos,
check_privs = core.check_player_privs,
get_player_by_name = core.get_player_by_name,
get_connected_players = core.get_connected_players,
-- Inventory
get_stack = get_stack,
craft_stack = craft_stack,
get_detached_inv = get_detached_inv,
get_bag_description = get_bag_description,
create_inventory = core.create_detached_inventory,
-- Registered items
reg_items = core.registered_items,
reg_nodes = core.registered_nodes,
reg_tools = core.registered_tools,
reg_aliases = core.registered_aliases,
reg_entities = core.registered_entities,
reg_craftitems = core.registered_craftitems,
-- i18n
S = S,
ES = ES,
translate = core.get_translated_string,
-- String
sub = string.sub,
find = string.find,
fmt = string.format,
upper = string.upper,
lower = string.lower,
split = string.split,
match = string.match,
gmatch = string.gmatch,
toupper = toupper,
utf8_len = utf8_len,
-- Table
maxn = table.maxn,
sort = table.sort,
copy = table.copy,
concat = table.concat,
insert = table.insert,
remove = table.remove,
indexof = table.indexof,
unpack = newunpack,
is_table = is_table,
table_merge = table_merge,
table_replace = table_replace,
rcp_eq = rcp_eq,
array_diff = array_diff,
-- Math
round = round,
min = math.min,
max = math.max,
ceil = math.ceil,
floor = math.floor,
random = math.random,
-- Vectors
vec_new = vector.new,
vec_add = vector.add,
vec_sub = vector.subtract,
vec_mul = vector.multiply,
vec_round = vector.round,
vec_eq = vector.equals,
}
function i3.get(...)
local t = {}
for i, var in ipairs{...} do
t[i] = _[var]
end
return newunpack(t)
end

313
src/compression.lua Normal file
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@ -0,0 +1,313 @@
IMPORT("fmt", "copy", "insert")
local wood_types = {
"acacia_wood", "aspen_wood", "junglewood", "pine_wood",
}
local material_tools = {
"bronze", "diamond", "mese", "stone", "wood",
}
local material_stairs = {
"acacia_wood", "aspen_wood", "brick", "bronzeblock", "cobble", "copperblock",
"desert_cobble", "desert_sandstone", "desert_sandstone_block", "desert_sandstone_brick",
"desert_stone", "desert_stone_block", "desert_stonebrick",
"glass", "goldblock", "ice", "junglewood", "mossycobble", "obsidian",
"obsidian_block", "obsidian_glass", "obsidianbrick", "pine_wood",
"sandstone", "sandstone_block", "sandstonebrick",
"silver_sandstone", "silver_sandstone_block", "silver_sandstone_brick",
"snowblock", "steelblock", "stone", "stone_block", "stonebrick",
"straw", "tinblock",
}
local colors = {
"black", "blue", "brown", "cyan", "dark_green", "dark_grey", "green",
"grey", "magenta", "orange", "pink", "red", "violet", "yellow",
}
local to_compress = {
["default:wood"] = {
replace = "wood",
by = wood_types,
},
["default:fence_wood"] = {
replace = "wood",
by = wood_types,
},
["default:fence_rail_wood"] = {
replace = "wood",
by = wood_types,
},
["default:mese_post_light"] = {
replace = "mese_post_light",
by = {
"mese_post_light_acacia_wood",
"mese_post_light_aspen_wood",
"mese_post_light_junglewood",
"mese_post_light_pine_wood",
}
},
["doors:gate_wood_closed"] = {
replace = "wood",
by = wood_types,
},
["wool:white"] = {
replace = "white",
by = colors
},
["dye:white"] = {
replace = "white",
by = colors
},
["default:axe_steel"] = {
replace = "steel",
by = material_tools
},
["default:pick_steel"] = {
replace = "steel",
by = material_tools
},
["default:shovel_steel"] = {
replace = "steel",
by = material_tools
},
["default:sword_steel"] = {
replace = "steel",
by = material_tools
},
["farming:hoe_steel"] = {
replace = "steel",
by = {"wood", "stone"}
},
["stairs:slab_wood"] = {
replace = "wood",
by = material_stairs
},
["stairs:stair_wood"] = {
replace = "wood",
by = material_stairs
},
["stairs:stair_inner_wood"] = {
replace = "wood",
by = material_stairs
},
["stairs:stair_outer_wood"] = {
replace = "wood",
by = material_stairs
},
["walls:cobble"] = {
replace = "cobble",
by = {"desertcobble", "mossycobble"}
},
}
local circular_saw_names = {
{"micro", "_1"},
{"panel", "_1"},
{"micro", "_2"},
{"panel", "_2"},
{"micro", "_4"},
{"panel", "_4"},
{"micro", ""},
{"panel", ""},
{"micro", "_12"},
{"panel", "_12"},
{"micro", "_14"},
{"panel", "_14"},
{"micro", "_15"},
{"panel", "_15"},
{"stair", "_outer"},
{"stair", ""},
{"stair", "_inner"},
{"slab", "_1"},
{"slab", "_2"},
{"slab", "_quarter"},
{"slab", ""},
{"slab", "_three_quarter"},
{"slab", "_14"},
{"slab", "_15"},
{"slab", "_two_sides"},
{"slab", "_three_sides"},
{"slab", "_three_sides_u"},
{"stair", "_half"},
{"stair", "_alt_1"},
{"stair", "_alt_2"},
{"stair", "_alt_4"},
{"stair", "_alt"},
{"stair", "_right_half"},
{"slope", ""},
{"slope", "_half"},
{"slope", "_half_raised"},
{"slope", "_inner"},
{"slope", "_inner_half"},
{"slope", "_inner_half_raised"},
{"slope", "_inner_cut"},
{"slope", "_inner_cut_half"},
{"slope", "_inner_cut_half_raised"},
{"slope", "_outer"},
{"slope", "_outer_half"},
{"slope", "_outer_half_raised"},
{"slope", "_outer_cut"},
{"slope", "_outer_cut_half"},
{"slope", "_outer_cut_half_raised"},
{"slope", "_cut"},
}
local moreblocks_nodes = {
"coal_stone",
"wood_tile",
"iron_checker",
"circle_stone_bricks",
"cobble_compressed",
"plankstone",
"clean_glass",
"split_stone_tile",
"all_faces_tree",
"dirt_compressed",
"coal_checker",
"clean_glow_glass",
"tar",
"clean_super_glow_glass",
"stone_tile",
"cactus_brick",
"super_glow_glass",
"desert_cobble_compressed",
"copperpatina",
"coal_stone_bricks",
"glow_glass",
"cactus_checker",
"all_faces_pine_tree",
"all_faces_aspen_tree",
"all_faces_acacia_tree",
"all_faces_jungle_tree",
"iron_stone",
"grey_bricks",
"wood_tile_left",
"wood_tile_down",
"wood_tile_center",
"wood_tile_right",
"wood_tile_full",
"checker_stone_tile",
"iron_glass",
"iron_stone_bricks",
"wood_tile_flipped",
"wood_tile_offset",
"coal_glass",
"straw",
"stone",
"stone_block",
"cobble",
"mossycobble",
"brick",
"sandstone",
"steelblock",
"goldblock",
"copperblock",
"bronzeblock",
"diamondblock",
"tinblock",
"desert_stone",
"desert_stone_block",
"desert_cobble",
"meselamp",
"glass",
"tree",
"wood",
"jungletree",
"junglewood",
"pine_tree",
"pine_wood",
"acacia_tree",
"acacia_wood",
"aspen_tree",
"aspen_wood",
"obsidian",
"obsidian_block",
"obsidianbrick",
"obsidian_glass",
"stonebrick",
"desert_stonebrick",
"sandstonebrick",
"silver_sandstone",
"silver_sandstone_brick",
"silver_sandstone_block",
"desert_sandstone",
"desert_sandstone_brick",
"desert_sandstone_block",
"sandstone_block",
"coral_skeleton",
"ice",
}
local colors_moreblocks = copy(colors)
insert(colors_moreblocks, "white")
local moreblocks_mods = {
wool = colors_moreblocks,
moreblocks = moreblocks_nodes,
}
local t = {}
for mod, v in pairs(moreblocks_mods) do
for _, nodename in ipairs(v) do
t[nodename] = {}
for _, shape in ipairs(circular_saw_names) do
if shape[1] ~= "slope" or shape[2] ~= "" then
insert(t[nodename], fmt("%s_%s%s", shape[1], nodename, shape[2]))
end
end
local slope_name = fmt("slope_%s", nodename)
to_compress[fmt("%s:%s", mod, slope_name)] = {
replace = slope_name,
by = t[nodename],
}
end
end
local compressed = {}
for k, v in pairs(to_compress) do
compressed[k] = compressed[k] or {}
for _, str in ipairs(v.by) do
local it = k:gsub(v.replace, str)
insert(compressed[k], it)
end
end
local _compressed = {}
for _, v in pairs(compressed) do
for _, v2 in ipairs(v) do
_compressed[v2] = true
end
end
i3.compress_groups, i3.compressed = compressed, _compressed

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src/detached_inv.lua Normal file
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local set_fs = i3.set_fs
IMPORT("fmt", "play_sound", "create_inventory")
local trash = create_inventory("i3_trash", {
allow_put = function(_, _, _, stack)
return stack:get_count()
end,
on_put = function(inv, listname, _, _, player)
inv:set_list(listname, {})
local name = player:get_player_name()
play_sound(name, "i3_trash", 1.0)
if not core.is_creative_enabled(name) then
set_fs(player)
end
end,
})
trash:set_size("main", 1)
local function init_detached(player)
local name = player:get_player_name()
local output_rcp = create_inventory(fmt("i3_output_rcp_%s", name), {}, name)
output_rcp:set_size("main", 1)
local output_usg = create_inventory(fmt("i3_output_usg_%s", name), {}, name)
output_usg:set_size("main", 1)
end
return init_detached

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local set_fs = i3.set_fs
IMPORT("vec_eq", "vec_round")
IMPORT("reg_items", "reg_aliases")
IMPORT("S", "random", "translate", "ItemStack")
IMPORT("sort", "copy", "insert", "remove", "indexof")
IMPORT("fmt", "find", "match", "sub", "lower", "split", "toupper")
IMPORT("msg", "is_fav", "pos_to_str", "str_to_pos", "add_hud_waypoint", "play_sound", "reset_data")
IMPORT("search", "get_sorting_idx", "sort_inventory", "sort_by_category", "get_recipes", "get_detached_inv")
IMPORT("valid_item", "get_stack", "craft_stack", "clean_name", "compressible", "check_privs", "safe_teleport")
local function inv_fields(player, data, fields)
local name = data.player_name
local inv = player:get_inventory()
local sb_inv = fields.scrbar_inv
if sb_inv and sub(sb_inv, 1, 3) == "CHG" then
data.scrbar_inv = tonumber(match(sb_inv, "%d+"))
return
end
if fields.drop_items then
local items = split(fields.drop_items, ",")
data.drop_items = items
end
for field in pairs(fields) do
if sub(field, 1, 4) == "btn_" then
data.subcat = indexof(i3.categories, sub(field, 5))
break
elseif sub(field, 1, 3) == "cb_" then
local str = sub(field, 4)
data[str] = false
if fields[field] == "true" then
data[str] = true
end
elseif sub(field, 1, 8) == "setting_" then
data.show_setting = match(field, "_(%w+)$")
elseif sub(field, 1, 9) == "skin_btn_" then
local id = tonumber(field:match("%d+"))
local _skins = skins.get_skinlist_for_player(name)
skins.set_player_skin(player, _skins[id])
elseif find(field, "waypoint_%d+") then
local id, action = match(field, "_(%d+)_(%w+)$")
id = tonumber(id)
local waypoint = data.waypoints[id]
if not waypoint then return end
if action == "see" then
if data.waypoint_see and data.waypoint_see == id then
data.waypoint_see = nil
else
data.waypoint_see = id
end
elseif action == "delete" then
player:hud_remove(waypoint.id)
remove(data.waypoints, id)
elseif action == "teleport" then
local pos = str_to_pos(waypoint.pos)
safe_teleport(player, pos)
msg(name, S("Teleported to: @1", waypoint.name))
elseif action == "refresh" then
local color = random(0xffffff)
waypoint.color = color
player:hud_change(waypoint.id, "number", color)
elseif action == "hide" then
if waypoint.hide then
local new_id = add_hud_waypoint(
player, waypoint.name, str_to_pos(waypoint.pos), waypoint.color)
waypoint.id = new_id
waypoint.hide = nil
else
player:hud_remove(waypoint.id)
waypoint.hide = true
end
end
break
end
end
if fields.quit then
data.confirm_trash = nil
data.show_settings = nil
data.waypoint_see = nil
data.bag_rename = nil
if data.filter == "" then
data.enable_search = nil
end
elseif fields.trash then
data.show_settings = nil
data.confirm_trash = true
elseif fields.settings then
if not data.show_settings then
data.confirm_trash = nil
data.show_settings = true
else
data.show_settings = nil
end
elseif fields.confirm_trash_yes or fields.confirm_trash_no then
if fields.confirm_trash_yes then
inv:set_list("main", {})
inv:set_list("craft", {})
end
data.confirm_trash = nil
elseif fields.close_settings then
data.show_settings = nil
elseif fields.close_preview then
data.waypoint_see = nil
elseif fields.sort then
sort_inventory(player, data)
elseif fields.prev_sort or fields.next_sort then
local idx = get_sorting_idx(data.sort)
local tot = #i3.sorting_methods
idx -= (fields.prev_sort and 1 or -1)
if idx > tot then
idx = 1
elseif idx == 0 then
idx = tot
end
data.sort = i3.sorting_methods[idx].name
elseif fields.home then
if not data.home then
return msg(name, "No home set")
elseif not check_privs(name, {home = true}) then
return msg(name, "'home' privilege missing")
end
safe_teleport(player, str_to_pos(data.home))
msg(name, S"Welcome back home!")
elseif fields.set_home then
data.home = pos_to_str(player:get_pos(), 1)
elseif fields.bag_rename then
data.bag_rename = true
elseif fields.confirm_rename then
local bag = get_detached_inv("bag", name)
local bagstack = bag:get_stack("main", 1)
local meta = bagstack:get_meta()
local desc = translate(data.lang_code, bagstack:get_description())
local fill = split(desc, "(")[2]
local newname = fields.bag_newname:gsub("([%(%)])", "")
newname = toupper(newname:trim())
if fill then
newname = fmt("%s (%s", newname, fill)
end
meta:set_string("description", newname)
bag:set_stack("main", 1, bagstack)
data.bag = bagstack:to_string()
data.bag_rename = nil
elseif fields.waypoint_add then
local max_waypoints = i3.settings.max_waypoints
if #data.waypoints >= max_waypoints then
play_sound(name, "i3_cannot", 0.8)
return msg(name, fmt("Waypoints limit reached (%u)", max_waypoints))
end
local pos = player:get_pos()
for _, v in ipairs(data.waypoints) do
if vec_eq(vec_round(pos), vec_round(str_to_pos(v.pos))) then
play_sound(name, "i3_cannot", 0.8)
return msg(name, S"You already set a waypoint at this position")
end
end
local waypoint = fields.waypoint_name
if fields.waypoint_name == "" then
waypoint = "Waypoint"
end
local color = random(0xffffff)
local id = add_hud_waypoint(player, waypoint, pos, color)
insert(data.waypoints, {
name = waypoint,
pos = pos_to_str(pos, 1),
color = color,
id = id,
})
data.scrbar_inv += 1000
elseif fields.hide_debug_grid then
data.hide_debug_grid = not data.hide_debug_grid
end
return set_fs(player)
end
local function select_item(player, data, fields)
local item
for field in pairs(fields) do
if find(field, ":") then
item = field
break
end
end
if not item then return end
if compressible(item, data) then
local idx
for i = 1, #data.items do
local it = data.items[i]
if it == item then
idx = i
break
end
end
if data.expand ~= "" then
data.alt_items = nil
if item == data.expand then
data.expand = nil
return
end
end
if idx and item ~= data.expand then
data.alt_items = copy(data.items)
data.expand = item
if i3.compress_groups[item] then
local items = copy(i3.compress_groups[item])
insert(items, fmt("_%s", item))
sort(items, function(a, b)
if a:sub(1, 1) == "_" then
a = a:sub(2)
end
return a < b
end)
local i = 1
for _, v in ipairs(items) do
if valid_item(reg_items[clean_name(v)]) then
insert(data.alt_items, idx + i, v)
i++
end
end
end
end
else
if sub(item, 1, 1) == "_" then
item = sub(item, 2)
elseif sub(item, 1, 6) == "group!" then
item = match(item, "([%w:_]+)$")
end
item = reg_aliases[item] or item
if not reg_items[item] then return end
if core.is_creative_enabled(data.player_name) then
local stack = ItemStack(item)
local stackmax = stack:get_stack_max()
stack = fmt("%s %s", item, stackmax)
return get_stack(player, stack)
end
if item == data.query_item then return end
local recipes, usages = get_recipes(player, item)
data.query_item = item
data.recipes = recipes
data.usages = usages
data.rnum = 1
data.unum = 1
data.scrbar_rcp = 1
data.scrbar_usg = 1
data.export_rcp = nil
data.export_usg = nil
end
end
local function rcp_fields(player, data, fields)
local sb_rcp, sb_usg = fields.scrbar_rcp, fields.scrbar_usg
if data.filter == "" then
data.enable_search = nil
end
if fields.cancel then
reset_data(data)
elseif fields.exit then
data.query_item = nil
elseif fields.enable_search then
data.enable_search = true
return set_fs(player)
elseif fields.filter and (fields.key_enter_field == "filter" or fields.search) then
if fields.filter == "" then
reset_data(data)
return set_fs(player)
end
local str = lower(fields.filter)
if data.filter == str then return end
data.filter = str
data.pagenum = 1
search(data)
if data.itab > 1 then
sort_by_category(data)
end
elseif fields.prev_page or fields.next_page then
if data.pagemax == 1 then return end
data.pagenum -= (fields.prev_page and 1 or -1)
if data.pagenum > data.pagemax then
data.pagenum = 1
elseif data.pagenum == 0 then
data.pagenum = data.pagemax
end
elseif fields.prev_skin or fields.next_skin then
if data.skin_pagemax == 1 then return end
data.skin_pagenum -= (fields.prev_skin and 1 or -1)
if data.skin_pagenum > data.skin_pagemax then
data.skin_pagenum = 1
elseif data.skin_pagenum == 0 then
data.skin_pagenum = data.skin_pagemax
end
elseif fields.prev_recipe or fields.next_recipe then
local num = data.rnum + (fields.prev_recipe and -1 or 1)
data.rnum = data.recipes[num] and num or (fields.prev_recipe and #data.recipes or 1)
data.export_rcp = nil
data.scrbar_rcp = 1
elseif fields.prev_usage or fields.next_usage then
local num = data.unum + (fields.prev_usage and -1 or 1)
data.unum = data.usages[num] and num or (fields.prev_usage and #data.usages or 1)
data.export_usg = nil
data.scrbar_usg = 1
elseif fields.fav then
local fav = is_fav(data)
if #data.favs < i3.settings.max_favs and not fav then
insert(data.favs, data.query_item)
elseif fav then
remove(data.favs, fav)
end
elseif fields.export_rcp or fields.export_usg then
if fields.export_rcp then
data.export_rcp = not data.export_rcp
if not data.export_rcp then
data.scrbar_rcp = 1
end
else
data.export_usg = not data.export_usg
if not data.export_usg then
data.scrbar_usg = 1
end
end
elseif (sb_rcp and sub(sb_rcp, 1, 3) == "CHG") or (sb_usg and sub(sb_usg, 1, 3) == "CHG") then
data.scrbar_rcp = sb_rcp and tonumber(match(sb_rcp, "%d+"))
data.scrbar_usg = sb_usg and tonumber(match(sb_usg, "%d+"))
elseif fields.craft_rcp or fields.craft_usg then
craft_stack(player, data, fields.craft_rcp)
if fields.craft_rcp then
data.export_rcp = nil
data.scrbar_rcp = 1
else
data.export_usg = nil
data.scrbar_usg = 1
end
else
select_item(player, data, fields)
end
end
core.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if formname == "i3_outdated" then
return false, core.kick_player(name,
S"Come back when your Minetest client is up-to-date (www.minetest.net).")
elseif formname ~= "" then
return false
end
-- No-op buttons
if fields.player_name or fields.awards or fields.home_pos or fields.pagenum or
fields.no_item or fields.no_rcp or fields.select_sorting or fields.sort_method or
fields.bg_content then
return false
end
--print(dump(fields))
local data = i3.data[name]
if not data then return end
for f in pairs(fields) do
if sub(f, 1, 4) == "tab_" then
local tabname = sub(f, 5)
i3.set_tab(player, tabname)
break
elseif sub(f, 1, 5) == "itab_" then
data.pagenum = 1
data.itab = tonumber(f:sub(-1))
sort_by_category(data)
break
end
end
rcp_fields(player, data, fields)
local tab = i3.tabs[data.tab]
if tab and tab.fields then
return true, tab.fields(player, data, fields)
end
return true, set_fs(player)
end)
return inv_fields

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src/groups.lua Normal file
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IMPORT("S")
i3.group_stereotypes = {
dye = "dye:white",
wool = "wool:white",
wood = "default:wood",
tree = "default:tree",
sand = "default:sand",
glass = "default:glass",
stick = "default:stick",
stone = "default:stone",
leaves = "default:leaves",
coal = "default:coal_lump",
fence = "default:fence_wood",
vessel = "vessels:glass_bottle",
flower = "flowers:dandelion_yellow",
water_bucket = "bucket:bucket_water",
mesecon_conductor_craftable = "mesecons:wire_00000000_off",
}
i3.group_names = {
dye = S"Any dye",
coal = S"Any coal",
sand = S"Any sand",
tree = S"Any tree",
wool = S"Any wool",
glass = S"Any glass",
stick = S"Any stick",
stone = S"Any stone",
fence = S"Any fence",
carpet = S"Any carpet",
flower = S"Any flower",
leaves = S"Any leaves",
vessel = S"Any vessel",
wood = S"Any wood planks",
mushroom = S"Any mushroom",
["color_red,flower"] = S"Any red flower",
["color_blue,flower"] = S"Any blue flower",
["color_black,flower"] = S"Any black flower",
["color_white,flower"] = S"Any white flower",
["color_green,flower"] = S"Any green flower",
["color_orange,flower"] = S"Any orange flower",
["color_yellow,flower"] = S"Any yellow flower",
["color_violet,flower"] = S"Any violet flower",
["color_red,dye"] = S"Any red dye",
["color_blue,dye"] = S"Any blue dye",
["color_grey,dye"] = S"Any grey dye",
["color_pink,dye"] = S"Any pink dye",
["color_cyan,dye"] = S"Any cyan dye",
["color_black,dye"] = S"Any black dye",
["color_white,dye"] = S"Any white dye",
["color_brown,dye"] = S"Any brown dye",
["color_green,dye"] = S"Any green dye",
["color_orange,dye"] = S"Any orange dye",
["color_yellow,dye"] = S"Any yellow dye",
["color_violet,dye"] = S"Any violet dye",
["color_magenta,dye"] = S"Any magenta dye",
["color_dark_grey,dye"] = S"Any dark grey dye",
["color_dark_green,dye"] = S"Any dark green dye",
}

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src/gui.lua Normal file

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src/hud.lua Normal file
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IMPORT("get_connected_players", "str_to_pos", "add_hud_waypoint")
local function init_hud(player)
local name = player:get_player_name()
local data = i3.data[name]
data.hud = {
bg = player:hud_add {
hud_elem_type = "image",
position = {x = 0.78, y = 1},
alignment = {x = 1, y = 1},
scale = {x = 370, y = 112},
text = "i3_bg.png",
z_index = 0xDEAD,
},
img = player:hud_add {
hud_elem_type = "image",
position = {x = 0.79, y = 1.02},
alignment = {x = 1, y = 1},
scale = {x = 4, y = 4},
text = "",
z_index = 0xDEAD,
},
text = player:hud_add {
hud_elem_type = "text",
position = {x = 0.84, y = 1.04},
alignment = {x = 1, y = 1},
number = 0xffffff,
text = "",
z_index = 0xDEAD,
style = 1,
},
}
if not i3.settings.legacy_inventory then
core.after(0, function()
player:hud_set_hotbar_itemcount(i3.settings.hotbar_len)
player:hud_set_hotbar_image"i3_hotbar.png"
end)
end
end
local function show_hud(player, data)
-- It would better to have an engine function `hud_move` to only need
-- 2 calls for the notification's back and forth.
local hud_info_bg = player:hud_get(data.hud.bg)
local dt = 0.016
if hud_info_bg.position.y <= 0.9 then
data.show_hud = false
data.hud_timer = (data.hud_timer or 0) + dt
end
player:hud_change(data.hud.text, "text", data.hud_msg)
if data.hud_img then
player:hud_change(data.hud.img, "text", data.hud_img)
end
if data.show_hud then
for _, def in pairs(data.hud) do
local hud_info = player:hud_get(def)
player:hud_change(def, "position", {
x = hud_info.position.x,
y = hud_info.position.y - ((dt / 5) * i3.settings.hud_speed)
})
end
elseif data.show_hud == false then
if data.hud_timer >= i3.settings.hud_timer_max then
for _, def in pairs(data.hud) do
local hud_info = player:hud_get(def)
player:hud_change(def, "position", {
x = hud_info.position.x,
y = hud_info.position.y + ((dt / 5) * i3.settings.hud_speed)
})
end
if hud_info_bg.position.y >= 1 then
data.show_hud = nil
data.hud_timer = nil
data.hud_msg = nil
data.hud_img = nil
end
end
end
end
core.register_globalstep(function()
local players = get_connected_players()
players[0] = #players
for i = 1, players[0] do
local player = players[i]
local name = player:get_player_name()
local data = i3.data[name]
if data and data.show_hud ~= nil then
show_hud(player, data)
end
end
end)
local function init_waypoints(player)
local name = player:get_player_name()
local data = i3.data[name]
data.waypoints = data.waypoints or {}
for _, v in ipairs(data.waypoints) do
if not v.hide then
local id = add_hud_waypoint(player, v.name, str_to_pos(v.pos), v.color)
v.id = id
end
end
end
return function(player)
init_hud(player)
init_waypoints(player)
end

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src/model_aliases.lua Normal file
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return {
["boats:boat"] = {name = "boats:boat", drawtype = "entity"},
["carts:cart"] = {name = "carts:cart", drawtype = "entity", frames = "0,0"},
["default:chest"] = {name = "default:chest_open"},
["default:chest_locked"] = {name = "default:chest_locked_open"},
["doors:door_wood"] = {name = "doors:door_wood_a"},
["doors:door_glass"] = {name = "doors:door_glass_a"},
["doors:door_obsidian_glass"] = {name = "doors:door_obsidian_glass_a"},
["doors:door_steel"] = {name = "doors:door_steel_a"},
["xpanes:door_steel_bar"] = {name = "xpanes:door_steel_bar_a"},
}

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src/preprocessor.lua Normal file
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--[[ All source files have to be preprocessed before loading.
This allows implementing custom operators like bitwise ones. ]]
local fmt, split = string.format, string.split
local var = "[%w%.%[%]\"\'_]"
local modpath = core.get_modpath"i3"
local _,_, fs_elements = dofile(modpath .. "/src/styles.lua")
local operators = {
["([%+%-%*%^/&|])="] = function(a, b, c)
return fmt("%s = %s %s %s", a, a, b, c)
end,
["+%+"] = function(a, b)
return fmt("%s = %s + 1\n%s", a, a, b)
end,
["&"] = function(a, b)
return fmt("bit.band(%s, %s)", a, b)
end,
["|"] = function(a, b)
return fmt("bit.bor(%s, %s)", a, b)
end,
["<<"] = function(a, b)
return fmt("bit.lshift(%s, %s)", a, b)
end,
[">>"] = function(a, b)
return fmt("bit.rshift(%s, %s)", a, b)
end,
["<<="] = function(a, b)
return fmt("%s = bit.lshift(%s, %s)", a, a, b)
end,
[">>="] = function(a, b)
return fmt("%s = bit.rshift(%s, %s)", a, a, b)
end,
}
local function compile(data)
data = data:gsub("IMPORT%((.-)%)", function(a)
return "local " .. a:gsub("\"", "") .. " = i3.get(" .. a .. ")"
end)
data = data:gsub("([%w_]+)%(", function(a)
if fs_elements[a] then
return fmt("fs('%s',", a)
end
end)
data = data:gsub("([%w_]+)-%-\n", function(a)
return fmt("%s = %s - 1", a, a)
end)
for op, func in pairs(operators) do
data = data:gsub("(" .. var .. "+)%s?" .. op .. "%s?(" .. var .. "*)", func)
end
return data
end
local function _load(path, line, data, t)
if line then
if not t then
t = split(data, "\n")
end
t[line] = t[line]:gsub("(" .. var .. "+)%s?=%s?(" .. var .. "*)", "%2")
data = table.concat(t, "\n")
else
local file = assert(io.open(path, "r"))
data = file:read"*a"
file:close()
data = compile(data)
end
local l, err = loadstring(data)
if not l then
local err_line = tonumber(err:match(":(%d+):"))
if line ~= err_line then
return _load(path, err_line, data, t)
end
end
return l, err
end
return function(path)
return _load(path) or loadfile(path)
end

161
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local set_fs = i3.set_fs
local hud_notif = i3.hud_notif
local POLL_FREQ = 0.25
IMPORT("fmt", "search", "table_merge", "array_diff")
IMPORT("is_group", "extract_groups", "item_has_groups", "apply_recipe_filters")
local function get_filtered_items(player, data)
local items, known, c = {}, 0, 0
for i = 1, #i3.init_items do
local item = i3.init_items[i]
local recipes = i3.recipes_cache[item]
local usages = i3.usages_cache[item]
recipes = #apply_recipe_filters(recipes or {}, player)
usages = #apply_recipe_filters(usages or {}, player)
if recipes > 0 or usages > 0 then
c++
items[c] = item
known += recipes + usages
end
end
data.known_recipes = known
return items
end
local function item_in_inv(item, inv_items)
local inv_items_size = #inv_items
if is_group(item) then
local groupname = item:sub(7)
local group_cache = i3.groups[groupname]
local groups = group_cache and group_cache.groups or extract_groups(item)
for i = 1, inv_items_size do
local def = core.registered_items[inv_items[i]]
if def then
if item_has_groups(def.groups, groups) then
return true
end
end
end
else
for i = 1, inv_items_size do
if inv_items[i] == item then
return true
end
end
end
end
local function recipe_in_inv(rcp, inv_items)
for _, item in pairs(rcp.items) do
if not item_in_inv(item, inv_items) then return end
end
return true
end
local function progressive_filter(recipes, player)
if not recipes then
return {}
end
local name = player:get_player_name()
local data = i3.data[name]
if #data.inv_items == 0 then
return {}
end
local filtered, c = {}, 0
for i = 1, #recipes do
local recipe = recipes[i]
if recipe_in_inv(recipe, data.inv_items) then
c++
filtered[c] = recipe
end
end
return filtered
end
local item_lists = {"main", "craft", "craftpreview"}
local function get_inv_items(player)
local inv = player:get_inventory()
if not inv then
return {}
end
local stacks = {}
for i = 1, #item_lists do
local list = inv:get_list(item_lists[i])
table_merge(stacks, list)
end
local inv_items, c = {}, 0
for i = 1, #stacks do
local stack = stacks[i]
if not stack:is_empty() then
local name = stack:get_name()
if core.registered_items[name] then
c++
inv_items[c] = name
end
end
end
return inv_items
end
-- Workaround. Need an engine call to detect when the contents of
-- the player inventory changed, instead.
local function poll_new_items(player, data, join)
local inv_items = get_inv_items(player)
local diff = array_diff(inv_items, data.inv_items)
if join or #diff > 0 then
data.inv_items = table_merge(diff, data.inv_items)
local oldknown = data.known_recipes or 0
local items = get_filtered_items(player, data)
data.discovered = data.known_recipes - oldknown
if data.discovered > 0 then
local msg = fmt("%u new recipe%s unlocked!", data.discovered, data.discovered > 1 and "s" or "")
hud_notif(data.player_name, msg, "i3_book.png")
end
data.items_raw = items
data.itab = 1
search(data)
set_fs(player)
end
core.after(POLL_FREQ, poll_new_items, player, data)
end
i3.add_recipe_filter("Default progressive filter", progressive_filter)
core.register_on_joinplayer(function(player)
local name = player:get_player_name()
local data = i3.data[name]
if not data then return end
data.inv_items = data.inv_items or {}
data.known_recipes = data.known_recipes or 0
data.discovered = data.discovered or 0
poll_new_items(player, data, true)
end)

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local PNG = {
blank = "i3_blank.png",
bg = "i3_bg.png",
bg_full = "i3_bg_full.png",
bg_content = "i3_bg_content.png",
bar = "i3_bar.png",
hotbar = "i3_hotbar.png",
search = "i3_search.png",
heart = "i3_heart.png",
heart_half = "i3_heart_half.png",
heart_grey = "i3_heart_grey.png",
prev = "i3_next.png^\\[transformFX",
next = "i3_next.png",
arrow = "i3_arrow.png",
arrow_content = "i3_arrow_content.png",
trash = "i3_trash.png",
sort = "i3_sort.png",
settings = "i3_settings.png",
compress = "i3_compress.png",
fire = "i3_fire.png",
fire_anim = "i3_fire_anim.png",
book = "i3_book.png",
sign = "i3_sign.png",
cancel = "i3_cancel.png",
export = "i3_export.png",
slot = "i3_slot.png",
tab = "i3_tab.png",
tab_small = "i3_tab_small.png",
tab_top = "i3_tab.png^\\[transformFY",
furnace_anim = "i3_furnace_anim.png",
shapeless = "i3_shapeless.png",
bag = "i3_bag.png",
armor = "i3_armor.png",
awards = "i3_award.png",
skins = "i3_skin.png",
waypoints = "i3_waypoint.png",
add = "i3_add.png",
refresh = "i3_refresh.png",
visible = "i3_visible.png^\\[brighten",
nonvisible = "i3_non_visible.png",
exit = "i3_exit.png",
home = "i3_home.png",
flag = "i3_flag.png",
edit = "i3_edit.png",
no_result = "i3_no_result.png",
find_more = "i3_find_more.png",
cancel_hover = "i3_cancel.png^\\[brighten",
search_hover = "i3_search.png^\\[brighten",
export_hover = "i3_export.png^\\[brighten",
trash_hover = "i3_trash.png^\\[brighten^\\[colorize:#f00:100",
compress_hover = "i3_compress.png^\\[brighten",
sort_hover = "i3_sort.png^\\[brighten",
settings_hover = "i3_settings.png^\\[brighten",
prev_hover = "i3_next_hover.png^\\[transformFX",
next_hover = "i3_next_hover.png",
tab_hover = "i3_tab_hover.png",
tab_small_hover = "i3_tab_small_hover.png",
tab_hover_top = "i3_tab_hover.png^\\[transformFY",
bag_hover = "i3_bag_hover.png",
armor_hover = "i3_armor_hover.png",
awards_hover = "i3_award_hover.png",
skins_hover = "i3_skin_hover.png",
waypoints_hover = "i3_waypoint_hover.png",
add_hover = "i3_add.png^\\[brighten",
refresh_hover = "i3_refresh.png^\\[brighten",
exit_hover = "i3_exit.png^\\[brighten",
home_hover = "i3_home.png^\\[brighten",
edit_hover = "i3_edit.png^\\[brighten",
}
local styles = string.format([[
style_type[field;border=false;bgcolor=transparent]
style_type[label,field;font_size=16]
style_type[button;border=false;content_offset=0]
style_type[image_button,item_image_button,checkbox,dropdown;border=false;sound=i3_click]
style_type[item_image_button;bgimg_hovered=%s]
style[;sound=]
style[nofav;sound=i3_cannot]
style[pagenum,no_item,no_rcp;font=bold;font_size=18]
style[search;fgimg=%s;content_offset=0]
style[exit;fgimg=%s;fgimg_hovered=%s;content_offset=0]
style[cancel;fgimg=%s;fgimg_hovered=%s;content_offset=0]
style[prev_page,prev_recipe,prev_usage,prev_sort,prev_skin;fgimg=%s;fgimg_hovered=%s]
style[next_page,next_recipe,next_usage,next_sort,next_skin;fgimg=%s;fgimg_hovered=%s]
style[waypoint_add;fgimg=%s;fgimg_hovered=%s;content_offset=0]
style[bag_rename;fgimg=%s;fgimg_hovered=%s;content_offset=0]
style[btn_bag,btn_armor,btn_skins;font=bold;font_size=18;content_offset=0;sound=i3_click]
style[craft_rcp,craft_usg;noclip=true;font_size=16;sound=i3_craft;
bgimg=i3_btn9.png;bgimg_hovered=i3_btn9_hovered.png;
bgimg_pressed=i3_btn9_pressed.png;bgimg_middle=4,6]
style[confirm_trash_yes,confirm_trash_no,set_home;noclip=true;font_size=16;
bgimg=i3_btn9.png;bgimg_hovered=i3_btn9_hovered.png;
bgimg_pressed=i3_btn9_pressed.png;bgimg_middle=4,6]
style[confirm_trash_yes;sound=i3_trash]
]],
PNG.slot,
PNG.search_hover,
PNG.exit, PNG.exit_hover,
PNG.cancel, PNG.cancel_hover,
PNG.prev, PNG.prev_hover,
PNG.next, PNG.next_hover,
PNG.add, PNG.add_hover,
PNG.edit, PNG.edit_hover)
local fs_elements = {
label = "label[%f,%f;%s]",
box = "box[%f,%f;%f,%f;%s]",
image = "image[%f,%f;%f,%f;%s]",
tooltip = "tooltip[%f,%f;%f,%f;%s]",
button = "button[%f,%f;%f,%f;%s;%s]",
checkbox = "checkbox[%f,%f;%s;%s;%s]",
item_image = "item_image[%f,%f;%f,%f;%s]",
hypertext = "hypertext[%f,%f;%f,%f;%s;%s]",
bg9 = "background9[%f,%f;%f,%f;%s;false;%u]",
scrollbar = "scrollbar[%f,%f;%f,%f;%s;%s;%u]",
model = "model[%f,%f;%f,%f;%s;%s;%s;%s;%s;%s;%s]",
image_button = "image_button[%f,%f;%f,%f;%s;%s;%s]",
animated_image = "animated_image[%f,%f;%f,%f;;%s;%u;%u]",
item_image_button = "item_image_button[%f,%f;%f,%f;%s;%s;%s]",
}
local colors = {
yellow = "#ffd866",
black = "#2d2a2e",
blue = "#7bf",
}
return PNG, styles, fs_elements, colors

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@ -0,0 +1,4 @@
i3.compress("default:diamondblock", {
replace = "diamond",
by = {"bronze", "copper", "gold", "steel", "tin"}
})

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local mt = ItemStack("default:wood")
mt:get_meta():set_string("description", "test wood")
mt:get_meta():set_string("color", "green")
local mt2 = ItemStack("dye:red")
mt2:get_meta():set_string("description", "test red")
mt2:get_meta():set_string("color", "#ff0")
local mt3 = ItemStack("default:pick_diamond")
mt3:get_meta():set_string("description", "Worn Pick")
mt3:get_meta():set_string("color", "yellow")
mt3:set_wear(10000)
minetest.register_craft({
output = mt:to_string(),
type = "shapeless",
recipe = {
"default:wood",
mt2:to_string(),
},
})
minetest.register_craft({
output = mt3:to_string(),
type = "shapeless",
recipe = {
"default:pick_mese",
"default:diamond",
},
})
i3.register_craft {
url = "https://raw.githubusercontent.com/minetest-mods/i3/main/tests/test_online_recipe.json"
}
i3.register_craft({
result = "default:ladder_wood 2",
items = {"default:copper_ingot 7, default:tin_ingot, default:steel_ingot 2"},
})
i3.register_craft {
result = "default:tree",
items = {
"default:wood",
"",
"default:wood"
},
}
i3.register_craft {
result = "default:cobble 16",
items = {
"default:stone, default:stone",
"default:stone, , default:stone",
", default:stone, default:stone",
}
}
i3.register_craft({
grid = {
"X",
"#",
"X",
"X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X",
"#X",
"X",
"X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X#",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X#X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X#XX",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X#XX",
"X#X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X#XX",
"X#X",
"#",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X##XX",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X##X#X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X##X#X",
"",
"X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X #",
" ## ",
"X#X#",
"X X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass 2",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X #",
" ## ",
"X#X#X",
"X X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X #",
" ## ",
"X#X#",
"#X#X#",
"X X",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X #",
" ## ",
"X#X#",
"#X#X#",
"X X##",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X #",
" ## ",
"X#X#",
"#X#X#",
"X X##",
" ## ",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X #",
" ## ",
"X#X#",
"#X#X#",
"X X##X",
" ## ",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X #",
" ## ",
"X#X#",
"#X#X#",
"X X##X#",
" ## ",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X #",
" ## ",
"X#X#",
"#X#X#",
"X X##X#X",
" ## ",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass",
},
result = "default:mese 3",
})
i3.register_craft({
grid = {
"X #",
" ## ",
"X#X#",
"#X#X#",
"X X##X#X",
" ## ",
"#X#X#",
"#X#X#",
},
key = {
['#'] = "default:wood",
['X'] = "default:glass",
},
result = "default:mese 3",
})

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{
"items": [
"default:stone, default:stone, default:stone",
"default:stone, , default:stone",
"default:stone, default:stone, default:stone"
],
"result": "default:cobble 16"
}

26
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local a, b, c = 0, 0, 0
b+=1
c++; local foo = "bar";
local t = {
a = a++,
b = 2,
c = c+=2,
d = a&3,
e = 1,
}
t["b"] <<= 4
t.b >>= 2
assert(t.b == 8)
--print(dump(t))
--c += 1
c*=2
local i = 16
i += i<<4
assert(i == 272)
assert((a+=2) == 2)
assert(c++ == 3)
assert((a-=1) == -1)
assert((c^=4) == 16)
assert((a&b) == 0)
assert((c|=a) == 2)
assert((1<<8) == 256)

33
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i3.new_tab("test1", {
description = "Test 1 Test 1",
image = "i3_heart.png",
formspec = function(player, data, fs)
fs("label[3,1;Test 1]")
end,
})
i3.new_tab("test2", {
description = "Test 2",
image = "i3_mesepick.png",
formspec = function(player, data, fs)
fs("label[3,1;Test 2]")
end,
})
i3.new_tab("test_creative", {
description = "Test creative",
access = function(player, data)
local name = player:get_player_name()
return core.is_creative_enabled(name)
end,
formspec = function(player, data, fs)
fs("label[3,1;Creative enabled]")
end,
fields = i3.set_fs,
})

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