Move around some group code and make the craftguide render well without a recipe

This also keeps recipes aligned to the right, close to the arrow.
It also calculates the craft's height.
This commit is contained in:
ShadowNinja 2014-05-11 22:00:32 -04:00
parent ba956d6838
commit 043f608145
4 changed files with 140 additions and 119 deletions

24
api.lua
View File

@ -107,20 +107,29 @@ function unified_inventory.register_craft(options)
table.insert(unified_inventory.crafts_table[itemstack:get_name()],options)
end
local craft_type_defaults = {
width = 3,
height = 3,
uses_crafting_grid = false,
}
function unified_inventory.canonicalise_craft_type(name, options)
if not options.description then options.description = name end
function unified_inventory.craft_type_defaults(name, options)
if not options.description then
options.description = name
end
setmetatable(options, {__index = craft_type_defaults})
return options
end
function unified_inventory.register_craft_type(name, options)
unified_inventory.registered_craft_types[name] = unified_inventory.canonicalise_craft_type(name, options)
unified_inventory.registered_craft_types[name] =
unified_inventory.craft_type_defaults(name, options)
end
unified_inventory.register_craft_type("normal", {
description = "Crafting",
width = 3,
@ -128,6 +137,7 @@ unified_inventory.register_craft_type("normal", {
uses_crafting_grid = true,
})
unified_inventory.register_craft_type("shapeless", {
description = "Mixing",
width = 3,
@ -135,26 +145,26 @@ unified_inventory.register_craft_type("shapeless", {
uses_crafting_grid = true,
})
unified_inventory.register_craft_type("cooking", {
description = "Cooking",
width = 1,
height = 1,
})
unified_inventory.register_craft_type("digging", {
description = "Digging",
width = 1,
height = 1,
})
function unified_inventory.register_group_representative_item(groupname, itemname)
unified_inventory.registered_group_representative_items[groupname] = itemname
end
function unified_inventory.register_page(name, def)
unified_inventory.pages[name] = def
end
function unified_inventory.register_button(name, def)
if not def.action then
def.action = function(player)
@ -165,9 +175,11 @@ function unified_inventory.register_button(name, def)
table.insert(unified_inventory.buttons, def)
end
function unified_inventory.is_creative(playername)
if minetest.check_player_privs(playername, {creative=true}) or
minetest.setting_getbool("creative_mode") then
return true
end
end

66
group.lua Normal file
View File

@ -0,0 +1,66 @@
unified_inventory.registered_group_items = {
mesecon_conductor_craftable = "mesecons:wire_00000000_off",
wool = "wool:white",
}
function unified_inventory.register_group_item(groupname, itemname)
unified_inventory.registered_group_items[groupname] = itemname
end
-- 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
-- in the "sole" field. If the group contains no items at all, the item
-- field will be nil.
--
-- 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 registered for the group by a mod.
-- Among equally-preferred items, we just pick the one with the
-- lexicographically earliest name.
function compute_group_item(group_name)
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[group_name] or 0) ~= 0 then
table.insert(candidate_items, itemname)
end
end
local num_candidates = #candidate_items
if num_candidates == 0 then
return {sole = true}
elseif num_candidates == 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_items[group_name] then
pref = 3
elseif item:gsub("^[^:]+:", "") == group_name 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_item_cache = {}
function unified_inventory.get_group_item(group_name)
if not group_item_cache[group_name] then
group_item_cache[group_name] = compute_group_item(group_name)
end
return group_item_cache[group_name]
end

View File

@ -12,7 +12,6 @@ unified_inventory.current_searchbox = {}
unified_inventory.current_index = {}
unified_inventory.current_item = {}
unified_inventory.registered_craft_types = {}
unified_inventory.registered_group_representative_items = {}
unified_inventory.crafts_table = {}
unified_inventory.crafts_table_count = 0
unified_inventory.players = {}
@ -39,6 +38,7 @@ if creative_inventory then
end
dofile(modpath.."/datastorage.lua")
dofile(modpath.."/group.lua")
dofile(modpath.."/api.lua")
dofile(modpath.."/internal.lua")
dofile(modpath.."/callbacks.lua")

View File

@ -134,106 +134,39 @@ unified_inventory.register_page("craft", {
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.
-- we have to fake it using the label facility.
--
-- 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
local function stack_image_button(x, y, w, h, buttonname_prefix, item)
local name = item:get_name()
local count = item:get_count()
local show_is_group = false
local displayitem = name
local selectitem = name
if name:sub(1, 6) == "group:" then
local group_name = name:sub(7)
local group_item = unified_inventory.get_group_item(group_name)
show_group = not group_item.sole
displayitem = group_item.item or "unknown"
selectitem = group_item.sole and displayitem or name
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.."]"
-- Hackily shift the count to the bottom right
local shiftstr = "\n\n "
return string.format("item_image_button[%u,%u;%u,%u;%s;%s;%s]",
x, y, w, h,
minetest.formspec_escape(displayitem),
minetest.formspec_escape(buttonname_prefix..selectitem),
count ~= 1 and shiftstr..tostring(count) or "")
end
unified_inventory.register_page("craftguide", {
@ -241,14 +174,15 @@ unified_inventory.register_page("craftguide", {
local player_name = player:get_player_name()
local formspec = ""
formspec = formspec.."background[0,4.5;8,4;ui_main_inventory.png]"
formspec = formspec.."background[0,1;8,3;ui_craftguide_form.png]"
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
local item_name = unified_inventory.current_item[player_name] or ""
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;]"
@ -259,38 +193,47 @@ unified_inventory.register_page("craftguide", {
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]"
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).."]"
if craft then
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
craft_type = unified_inventory.registered_craft_types[craft.type] or
unified_inventory.craft_type_defaults(craft.type, {})
formspec = formspec.."label[6,3.35;Method:]"
formspec = formspec.."label[6,3.75;"
..minetest.formspec_escape(craft_type.description).."]"
else
craftinv:set_stack("output", 1, item_name)
craft_type = unified_inventory.craft_type_defaults("", {})
formspec = formspec.."label[6,3.35;No recipes]"
end
local width = craft.width
local width = craft and craft.width or 0
if width == 0 then
-- Shapeless recipe
width = craft_type.width
end
local height = craft_type.height
if craft then
height = math.ceil(table.maxn(craft.items) / width)
end
local i = 1
for y = 1, craft_type.height do
-- This keeps recipes aligned to the right,
-- so that they're close to the arrow.
local xoffset = 1 + (3 - width)
for y = 1, height do
for x = 1, width do
local item = craft.items[i]
local item = craft and craft.items[i]
if item then
formspec = formspec..stack_image_button(1.0+x, 0.0+y, 1.1, 1.1, "item_button_", item)
formspec = formspec..stack_image_button(
xoffset + x, y, 1.1, 1.1,
"item_button_", ItemStack(item))
else
-- Fake buttons just to make grid
formspec = formspec.."image_button["
..tostring(xoffset + x)..","..tostring(y)
..";1,1;ui_blank_image.png;;]"
end
i = i + 1
end
@ -303,13 +246,13 @@ unified_inventory.register_page("craftguide", {
.."button[7.2,2.5;0.6,0.5;craftguide_craft_max;All]"
end
if alternates > 1 then
if alternates and alternates > 1 then
formspec = formspec.."label[0,2.6;Recipe "
..tostring(alternate).." of "
..tostring(alternates).."]"
.."button[0,3.15;2,1;alternate;Alternate]"
end
return {formspec=formspec}
return {formspec = formspec}
end,
})