unified_inventory/register.lua

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minetest.register_privilege("creative", {
description = "Can use the creative inventory",
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give_to_singleplayer = false,
})
local trash = minetest.create_detached_inventory("trash", {
--allow_put = function(inv, listname, index, stack, player)
-- if unified_inventory.is_creative(player:get_player_name()) then
-- return stack:get_count()
-- else
-- return 0
-- end
--end,
on_put = function(inv, listname, index, stack, player)
inv:set_stack(listname, index, nil)
local player_name = player:get_player_name()
minetest.sound_play("trash", {to_player=player_name, gain = 1.0})
end,
})
trash:set_size("main", 1)
unified_inventory.register_button("craft", {
type = "image",
image = "ui_craft_icon.png",
})
unified_inventory.register_button("craftguide", {
type = "image",
image = "ui_craftguide_icon.png",
})
unified_inventory.register_button("home_gui_set", {
type = "image",
image = "ui_sethome_icon.png",
action = function(player)
local player_name = player:get_player_name()
unified_inventory.set_home(player, player:getpos())
local home = unified_inventory.home_pos[player_name]
if home ~= nil then
minetest.sound_play("dingdong",
{to_player=player_name, gain = 1.0})
minetest.chat_send_player(player_name,
"Home position set to: "
..minetest.pos_to_string(home))
end
end,
})
unified_inventory.register_button("home_gui_go", {
type = "image",
image = "ui_gohome_icon.png",
action = function(player)
minetest.sound_play("teleport",
{to_player=player:get_player_name(), gain = 1.0})
unified_inventory.go_home(player)
end,
})
unified_inventory.register_button("misc_set_day", {
type = "image",
image = "ui_sun_icon.png",
action = function(player)
local player_name = player:get_player_name()
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if minetest.check_player_privs(player_name, {settime=true}) then
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minetest.sound_play("birds",
{to_player=player_name, gain = 1.0})
minetest.set_timeofday((6000 % 24000) / 24000)
minetest.chat_send_player(player_name,
"Time of day set to 6am")
else
minetest.chat_send_player(player_name,
"You don't have the"
.." settime priviledge!")
end
end,
})
unified_inventory.register_button("misc_set_night", {
type = "image",
image = "ui_moon_icon.png",
action = function(player)
local player_name = player:get_player_name()
if minetest.check_player_privs(player_name, {settime=true}) then
minetest.sound_play("owl",
{to_player=player_name, gain = 1.0})
minetest.set_timeofday((21000 % 24000) / 24000)
minetest.chat_send_player(player_name,
"Time of day set to 9pm")
else
minetest.chat_send_player(player_name,
"You don't have the"
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.." settime priviledge!")
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end
end,
})
unified_inventory.register_button("clear_inv", {
type = "image",
image = "ui_trash_icon.png",
action = function(player)
local player_name = player:get_player_name()
if not unified_inventory.is_creative(player_name) then
minetest.chat_send_player(player_name,
"This button has been disabled outside"
.." of creative mode to prevent"
.." accidental inventory trashing."
.." Use the trash slot instead.")
return
end
player:get_inventory():set_list("main", {})
minetest.chat_send_player(player_name, 'Inventory Cleared!')
minetest.sound_play("trash_all",
{to_player=player_name, gain = 1.0})
end,
})
unified_inventory.register_page("craft", {
get_formspec = function(player, formspec)
local player_name = player:get_player_name()
local formspec = "background[0,1;8,3;ui_crafting_form.png]"
formspec = formspec.."background[0,4.5;8,4;ui_main_inventory.png]"
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formspec = formspec.."label[0,0;Crafting]"
formspec = formspec.."listcolors[#00000000;#00000000]"
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formspec = formspec.."list[current_player;craftpreview;6,1;1,1;]"
formspec = formspec.."list[current_player;craft;2,1;3,3;]"
formspec = formspec.."label[7,2.5;Trash:]"
formspec = formspec.."list[detached:trash;main;7,3;1,1;]"
if unified_inventory.is_creative(player_name) then
formspec = formspec.."label[0,2.5;Refill:]"
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formspec = formspec.."list[detached:"..minetest.formspec_escape(player_name).."refill;main;0,3;1,1;]"
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end
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return {formspec=formspec}
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end,
})
-- group_representative_item(): select representative item for a group
--
-- This is used when displaying craft recipes, where an ingredient is
-- specified by group rather than as a specific item. A single-item group
-- is represented by that item, with the single-item status signalled
-- so that stack_image_button() can treat it as just the item. If the
-- group contains no items at all, it will be treated as containing a
-- single unknown item.
--
-- Within a multiple-item group, we prefer to use an item that has the
-- same specific name as the group, and if there are more than one of
-- those items we prefer the one specified by the default mod if there
-- is one. If this produces a bad result, the mod defining a group can
-- register its preference for which item should represent the group,
-- and we'll use that instead if possible. Also, for a handful of groups
-- (predating this registration system) we have built-in preferences
-- that are used like registered preferences. Among equally-preferred
-- items, we just pick the one with the lexicographically earliest name,
-- for determinism.
local builtin_group_representative_items = {
mesecon_conductor_craftable = "mesecons:wire_00000000_off",
stone = "default:cobble",
wool = "wool:white",
}
local function compute_group_representative_item(groupspec)
local groupname = string.sub(groupspec, 7)
local candidate_items = {}
for itemname, itemdef in pairs(minetest.registered_items) do
if (itemdef.groups.not_in_creative_inventory or 0) == 0 and (itemdef.groups[groupname] or 0) ~= 0 then
table.insert(candidate_items, itemname)
end
end
if #candidate_items == 0 then return { item = "unobtainium!", sole = true } end
if #candidate_items == 1 then return { item = candidate_items[1], sole = true } end
local bestitem = ""
local bestpref = 0
for _, item in ipairs(candidate_items) do
local pref
if item == unified_inventory.registered_group_representative_items[groupname] then
pref = 5
elseif item == builtin_group_representative_items[groupname] then
pref = 4
elseif item == "default:"..groupname then
pref = 3
elseif item:gsub("^[^:]*:", "") == groupname then
pref = 2
else
pref = 1
end
if pref > bestpref or (pref == bestpref and item < bestitem) then
bestitem = item
bestpref = pref
end
end
return { item = bestitem, sole = false }
end
local group_representative_item_cache = {}
local function group_representative_item(groupspec)
if not group_representative_item_cache[groupspec] then
group_representative_item_cache[groupspec] = compute_group_representative_item(groupspec)
end
return group_representative_item_cache[groupspec]
end
-- stack_image_button(): generate a form button displaying a stack of items
--
-- Normally a simple item_image_button[] is used. If the stack contains
-- more than one item, item_image_button[] doesn't have an option to
-- display an item count in the way that an inventory slot does, so
-- we have to fake it using the label facility. This doesn't let us
-- specify that the count should appear at bottom right, so we use some
-- dodgy whitespace to shift it away from the centre of the button.
-- Unfortunately the correct amount of whitespace depends on display
-- resolution, so the results from this will be variable. This should be
-- replaced as soon as the engine adds support for a proper item count,
-- or at least label placement control, on buttons.
--
-- The specified item may be a group. In that case, the group will be
-- represented by some item in the group, along with a flag indicating
-- that it's a group. If the group contains only one item, it will be
-- treated as if that item had been specified directly.
local function stack_image_button(x, y, w, h, buttonname_prefix, stackstring)
local st = ItemStack(stackstring)
local specitem = st:get_name()
local c = st:get_count()
local clab = c == 1 and " " or string.format("%7d", c)
local gflag, displayitem, selectitem
if string.sub(specitem, 1, 6) == "group:" then
local gri = group_representative_item(specitem)
gflag = not gri.sole
displayitem = gri.item
selectitem = gri.sole and gri.item or specitem
else
gflag = false
displayitem = specitem
selectitem = specitem
end
local label = string.format("\n\n%s%7d", gflag and "G" or " ", c):gsub(" 1$", " .")
if label == "\n\n ." then label = "" end
return "item_image_button["..x..","..y..";"..w..","..h..";"..minetest.formspec_escape(displayitem)..";"..minetest.formspec_escape(buttonname_prefix..selectitem)..";"..label.."]"
end
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unified_inventory.register_page("craftguide", {
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get_formspec = function(player)
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local player_name = player:get_player_name()
local formspec = ""
formspec = formspec.."background[0,4.5;8,4;ui_main_inventory.png]"
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formspec = formspec.."label[0,0;Crafting Guide]"
formspec = formspec.."listcolors[#00000000;#00000000]"
local craftinv = minetest.get_inventory({
type = "detached",
name = player_name.."craftrecipe"
})
local item_name = unified_inventory.current_item[player_name]
if not item_name then return {formspec=formspec} end
formspec = formspec.."textarea[0.3,0.6;10,1;;Result: "..minetest.formspec_escape(item_name)..";]"
formspec = formspec.."list[detached:"..minetest.formspec_escape(player_name).."craftrecipe;output;6,1;1,1;]"
local alternate, alternates, craft, craft_type
alternate = unified_inventory.alternate[player_name]
local crafts = unified_inventory.crafts_table[item_name]
if crafts ~= nil and #crafts > 0 then
alternates = #crafts
craft = crafts[alternate]
end
if not craft then
craftinv:set_stack("output", 1, item_name)
formspec = formspec.."label[6,3.35;No recipes]"
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return {formspec=formspec}
end
formspec = formspec.."background[0,1;8,3;ui_craftguide_form.png]"
craft_type = unified_inventory.registered_craft_types[craft.type] or unified_inventory.canonicalise_craft_type(craft.type, {})
formspec = formspec.."label[6,3.35;Method:]"
formspec = formspec.."label[6,3.75;"..minetest.formspec_escape(craft_type.description).."]"
craftinv:set_stack("output", 1, craft.output)
-- fake buttons just to make grid
for y = 1, craft_type.height do
for x = 1, craft_type.width do
formspec = formspec.."image_button["
..(1.0 + x)..","..(0.0 + y)..";1.1,1.1;ui_blank_image.png;;]"
end
end
local width = craft.width
if width == 0 then
-- Shapeless recipe
width = craft_type.width
end
local i = 1
for y = 1, craft_type.height do
for x = 1, width do
local item = craft.items[i]
if item then
formspec = formspec..stack_image_button(1.0+x, 0.0+y, 1.1, 1.1, "item_button_", item)
end
i = i + 1
end
end
if craft_type.uses_crafting_grid then
formspec = formspec.."label[6,1.95;Copy to craft grid:]"
.."button[6,2.5;0.6,0.5;craftguide_craft_1;1]"
.."button[6.6,2.5;0.6,0.5;craftguide_craft_10;10]"
.."button[7.2,2.5;0.6,0.5;craftguide_craft_max;All]"
end
if alternates > 1 then
formspec = formspec.."label[0,2.6;Recipe "
..tostring(alternate).." of "
..tostring(alternates).."]"
.."button[0,3.15;2,1;alternate;Alternate]"
end
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return {formspec=formspec}
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end,
})
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minetest.register_on_player_receive_fields(function(player, formname, fields)
local amount
for k, v in pairs(fields) do
amount = k:match("craftguide_craft_(.*)")
if amount then break end
end
if not amount then return end
local player_name = player:get_player_name()
local recipe_inv = minetest.get_inventory({
type="detached",
name=player_name.."craftrecipe",
})
local output = unified_inventory.current_item[player_name]
if (not output) or (output == "") then return end
local player_inv = player:get_inventory()
local crafts = unified_inventory.crafts_table[output]
if (not crafts) or (#crafts == 0) then return end
local alternate = unified_inventory.alternate[player_name]
local craft = crafts[alternate]
if craft.width > 3 then return end
local needed = craft.items
local craft_list = player_inv:get_list("craft")
local width = craft.width
if width == 0 then
-- Shapeless recipe
width = 3
end
if amount == "max" then
amount = 99 -- Arbitrary; need better way to do this.
else
amount = tonumber(amount)
end
for iter = 1, amount do
local index = 1
for y = 1, 3 do
for x = 1, width do
local needed_item = needed[index]
if needed_item then
local craft_index = ((y - 1) * 3) + x
local craft_item = craft_list[craft_index]
if (not craft_item) or (craft_item:is_empty()) or (craft_item:get_name() == needed_item) then
itemname = craft_item and craft_item:get_name() or needed_item
local needed_stack = ItemStack(needed_item)
if player_inv:contains_item("main", needed_stack) then
local count = (craft_item and craft_item:get_count() or 0) + 1
if count <= needed_stack:get_definition().stack_max then
local stack = ItemStack({name=needed_item, count=count})
craft_list[craft_index] = stack
player_inv:remove_item("main", needed_stack)
end
end
end
end
index = index + 1
end
end
end
player_inv:set_list("craft", craft_list)
unified_inventory.set_inventory_formspec(player, "craft")
end)