local S = unified_inventory.gettext local F = unified_inventory.fgettext -- Create detached creative inventory after loading all mods minetest.after(0.01, function() local rev_aliases = {} for source, target in pairs(minetest.registered_aliases) do if not rev_aliases[target] then rev_aliases[target] = {} end table.insert(rev_aliases[target], source) end unified_inventory.items_list = {} for name, def in pairs(minetest.registered_items) do if (not def.groups.not_in_creative_inventory or def.groups.not_in_creative_inventory == 0) and def.description and def.description ~= "" then table.insert(unified_inventory.items_list, name) local all_names = rev_aliases[name] or {} table.insert(all_names, name) for _, name in ipairs(all_names) do local recipes = minetest.get_all_craft_recipes(name) if recipes then for _, recipe in ipairs(recipes) do local unknowns for _,chk in pairs(recipe.items) do local groupchk = string.find(chk, "group:") if (not groupchk and not minetest.registered_items[chk]) or (groupchk and not unified_inventory.get_group_item(string.gsub(chk, "group:", "")).item) or minetest.get_item_group(chk, "not_in_craft_guide") ~= 0 then unknowns = true end end if not unknowns then unified_inventory.register_craft(recipe) end end end end end end table.sort(unified_inventory.items_list) unified_inventory.items_list_size = #unified_inventory.items_list print("Unified Inventory. inventory size: "..unified_inventory.items_list_size) for _, name in ipairs(unified_inventory.items_list) do local def = minetest.registered_items[name] -- Simple drops if type(def.drop) == "string" then local dstack = ItemStack(def.drop) if not dstack:is_empty() and dstack:get_name() ~= name then unified_inventory.register_craft({ type = "digging", items = {name}, output = def.drop, width = 0, }) end -- Complex drops. Yes, it's really complex! elseif type(def.drop) == "table" then --[[ Extract single items from the table and save them into dedicated tables to register them later, in order to avoid duplicates. These tables counts the total number of guaranteed drops and drops by chance (“maybes”) for each item. For “maybes”, the final count is the theoretical maximum number of items, not neccessarily the actual drop count. ]] local drop_guaranteed = {} local drop_maybe = {} -- This is for catching an obscure corner case: If the top items table has -- only items with rarity = 1, but max_items is set, then only the first -- max_items will be part of the drop, any later entries are logically -- impossible, so this variable is for keeping track of this local max_items_left = def.drop.max_items -- For checking whether we still encountered only guaranteed only so far; -- for the first “maybe” item it will become false which will cause ALL -- later items to be considered “maybes”. -- A common idiom is: -- { max_items 1, { items = { -- { items={"example:1"}, rarity = 5 }, -- { items={"example:2"}, rarity = 1 }, }}} -- example:2 must be considered a “maybe” because max_items is set and it -- appears after a “maybe” local max_start = true -- Let's iterate through the items madness! -- Handle invalid drop entries gracefully. local drop_items = def.drop.items or { } for i=1,#drop_items do if max_items_left ~= nil and max_items_left <= 0 then break end local itit = drop_items[i] for j=1,#itit.items do local dstack = ItemStack(itit.items[j]) if not dstack:is_empty() and dstack:get_name() ~= name then local dname = dstack:get_name() local dcount = dstack:get_count() -- Guaranteed drops AND we are not yet in “maybe mode” if #itit.items == 1 and itit.rarity == 1 and max_start then if drop_guaranteed[dname] == nil then drop_guaranteed[dname] = 0 end drop_guaranteed[dname] = drop_guaranteed[dname] + dcount if max_items_left ~= nil then max_items_left = max_items_left - 1 if max_items_left <= 0 then break end end -- Drop was a “maybe” else if max_items_left ~= nil then max_start = false end if drop_maybe[dname] == nil then drop_maybe[dname] = 0 end drop_maybe[dname] = drop_maybe[dname] + dcount end end end end for itemstring, count in pairs(drop_guaranteed) do unified_inventory.register_craft({ type = "digging", items = {name}, output = itemstring .. " " .. count, width = 0, }) end for itemstring, count in pairs(drop_maybe) do unified_inventory.register_craft({ type = "digging_chance", items = {name}, output = itemstring .. " " .. count, width = 0, }) end end end for _, recipes in pairs(unified_inventory.crafts_for.recipe) do for _, recipe in ipairs(recipes) do local ingredient_items = {} for _, spec in pairs(recipe.items) do local matches_spec = unified_inventory.canonical_item_spec_matcher(spec) for _, name in ipairs(unified_inventory.items_list) do if matches_spec(name) then ingredient_items[name] = true end end end for name, _ in pairs(ingredient_items) do if unified_inventory.crafts_for.usage[name] == nil then unified_inventory.crafts_for.usage[name] = {} end table.insert(unified_inventory.crafts_for.usage[name], recipe) end end end end) -- load_home local function load_home() local input = io.open(unified_inventory.home_filename, "r") if not input then unified_inventory.home_pos = {} return end while true do local x = input:read("*n") if not x then break end local y = input:read("*n") local z = input:read("*n") local name = input:read("*l") unified_inventory.home_pos[name:sub(2)] = {x = x, y = y, z = z} end io.close(input) end load_home() function unified_inventory.set_home(player, pos) local player_name = player:get_player_name() unified_inventory.home_pos[player_name] = vector.round(pos) -- save the home data from the table to the file local output = io.open(unified_inventory.home_filename, "w") for k, v in pairs(unified_inventory.home_pos) do output:write(v.x.." "..v.y.." "..v.z.." "..k.."\n") end io.close(output) end function unified_inventory.go_home(player) local pos = unified_inventory.home_pos[player:get_player_name()] if pos then player:setpos(pos) end end -- register_craft function unified_inventory.register_craft(options) if not options.output then return end local itemstack = ItemStack(options.output) if itemstack:is_empty() then return end if options.type == "normal" and options.width == 0 then options = { type = "shapeless", items = options.items, output = options.output, width = 0 } end if not unified_inventory.crafts_for.recipe[itemstack:get_name()] then unified_inventory.crafts_for.recipe[itemstack:get_name()] = {} end table.insert(unified_inventory.crafts_for.recipe[itemstack:get_name()],options) end local craft_type_defaults = { width = 3, height = 3, uses_crafting_grid = false, } 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.craft_type_defaults(name, options) end unified_inventory.register_craft_type("normal", { description = F("Crafting"), icon = "ui_craftgrid_icon.png", width = 3, height = 3, get_shaped_craft_width = function (craft) return craft.width end, dynamic_display_size = function (craft) local w = craft.width local h = math.ceil(table.maxn(craft.items) / craft.width) local g = w < h and h or w return { width = g, height = g } end, uses_crafting_grid = true, }) unified_inventory.register_craft_type("shapeless", { description = F("Mixing"), icon = "ui_craftgrid_icon.png", width = 3, height = 3, dynamic_display_size = function (craft) local maxn = table.maxn(craft.items) local g = 1 while g*g < maxn do g = g + 1 end return { width = g, height = g } end, uses_crafting_grid = true, }) unified_inventory.register_craft_type("cooking", { description = F("Cooking"), icon = "default_furnace_front.png", width = 1, height = 1, }) unified_inventory.register_craft_type("digging", { description = F("Digging"), icon = "default_tool_steelpick.png", width = 1, height = 1, }) unified_inventory.register_craft_type("digging_chance", { description = S("Digging (by chance)"), icon = "default_tool_steelpick.png^[transformFY.png", width = 1, height = 1, }) 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) unified_inventory.set_inventory_formspec(player, name) end end def.name = name table.insert(unified_inventory.buttons, def) end function unified_inventory.is_creative(playername) return minetest.check_player_privs(playername, {creative=true}) or minetest.setting_getbool("creative_mode") end