i3/src/progressive.lua

179 lines
3.9 KiB
Lua

local set_fs = i3.set_fs
local hud_notif = i3.hud_notif
local POLL_FREQ = 0.25
IMPORT("reg_items", "reg_nodes", "fmt", "table_merge", "array_diff")
IMPORT("is_group", "extract_groups", "item_has_groups", "apply_recipe_filters", "sort_by_category")
i3.remove_minitab"nodes"
i3.remove_minitab"items"
i3.new_minitab("unlocked", {
description = "Unlocked",
sorter = function(item, data)
return data.items_progress[item]
end
})
local function get_filtered_items(player, data)
local items, known = {}, 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
items[item] = true
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 "")
local last_discovered = diff[1]
local img = reg_items[last_discovered].inventory_image
if reg_nodes[last_discovered] then
local id = core.get_content_id(last_discovered)
img = i3.cubes[id] or img
end
hud_notif(data.player_name, msg, img)
end
data.items_progress = items
sort_by_category(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)