fixes as per code review completed

This commit is contained in:
Imre Péntek 2023-05-05 17:50:43 +02:00
parent b0545dc5c2
commit 3dad8a530d
2 changed files with 104 additions and 92 deletions

View File

@ -85,11 +85,11 @@ e.g. `table.insert(bones.player_inventory_lists, "backpack")`
Additionally, callbacks can be registered to transfer items into the bones on death:
`bones.public.register_transfer_inventory_to_bones_on_player_death(function(player){})`
`bones.register_dead_player_inv_management(function(player,callback){})`
In the above functions this routine should be used to add itmes to the bones inventory:
In the above functions the provided callback should be used to add items to the bones inventory:
`bones.public.transfer_stack_to_bones(stack)`
`callback(stack)`
please note that the inventory these items were taken from still need to be disposed of.

View File

@ -5,22 +5,11 @@
-- Load support for MT game translation.
local S = minetest.get_translator("bones")
-- bones are supposed to hold up to 4*8+6+4*3*8+4+3*3 item slots:
-- 4*8 for the main inventory
-- 6 for the 3d_armor
-- (at most) 4*3*8 for 4 backpack worth of items (unified inventory)
-- 4 more for the actual backpacks
-- 3*3 more for the crafting grid
-- that adds up to 147, so 150 slots would be sufficient
local cols=15
local rows=10
bones = {
private={
dead_player_callbacks={}
},
public={}
}
local theoretical_max_slots = minetest.settings:get("bones_max_slots") or ( 15 * 10 )
local dead_player_callbacks={}
bones = {}
local function is_owner(pos, name)
local owner = minetest.get_meta(pos):get_string("owner")
@ -30,14 +19,29 @@ local function is_owner(pos, name)
return false
end
local bones_formspec =
"size["..cols..","..(rows+5).."]" ..
"list[current_name;main;0,0.3;"..cols..","..rows..";]" ..
"list[current_player;main;"..((cols-8)/2)..","..rows..".85;8,1;]" ..
"list[current_player;main;"..((cols-8)/2)..","..(rows+2)..".08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.85)
local function get_bones_formspec_wh(cols,rows)
return
"size[" .. cols .. "," .. ( rows + 5 ) .. "]" ..
"list[current_name;main;0,0.3;" .. cols .. "," .. rows .. ";]" ..
"list[current_player;main;" .. ( ( cols - 8 ) / 2 ) .. "," .. rows .. ".85;8,1;]" ..
"list[current_player;main;".. ( ( cols - 8 ) / 2 ) .. "," .. ( rows + 2 ) .. ".08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.85)
end
local function get_bones_formspec_for_size(numitems)
--the absolute minimum is 4*8
if numitems <= 4 * 8 then
return get_bones_formspec_wh(8, 4)
end
--if we're over 4*8, but below 4*15 we make it 4 rows and adjust the column count to make everything fit
if numitems <= 4 * 15 then
return get_bones_formspec_wh( math.floor ( ( numitems + 3 ) / 4 ), 4)
end
--if we're over 4*15 we'll make 15 columns and adjust the row count to make everything fit
return get_bones_formspec_wh(15, math.floor ( ( numitems + 14 ) / 15 ) )
end
local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
@ -199,66 +203,58 @@ end
local player_inventory_lists = { "main", "craft" }
bones.player_inventory_lists = player_inventory_lists
local function is_all_empty(player_inv)
for _, list_name in ipairs(player_inventory_lists) do
if not player_inv:is_empty(list_name) then
return false
end
end
return true
end
--functions registered this way won't becalled if bones_mode is keep
function bones.public.register_transfer_inventory_to_bones_on_player_death(func)
bones.private.dead_player_callbacks[#(bones.private.dead_player_callbacks)]=func
function bones.register_dead_player_inv_management(func)
table.insert(dead_player_callbacks, func)
end
--drop or put into bones based on config and free slots in the bones
--supposed to be called from functions registered to bones.public.register_transfer_inventory_to_bones_on_player_death
function bones.public.transfer_stack_to_bones(stk)
local function transfer_stack_to_bones(stk,current_dead_player)
-- check if it's possible to place bones, if not find space near player
if ( ( bones.private.current_dead_player.bones_mode == "bones" ) and ( bones.private.current_dead_player.bones_pos == nil ) ) then
bones.private.current_dead_player.bones_pos = bones.private.current_dead_player.player_pos
if ( current_dead_player.bones_mode == "bones" ) and
( current_dead_player.bones_pos == nil ) then
current_dead_player.bones_pos = current_dead_player.player_pos
local air
if ( may_replace(bones.private.current_dead_player.bones_pos, bones.private.current_dead_player.player) ) then
air = bones.private.current_dead_player.bones_pos
if may_replace(current_dead_player.bones_pos, current_dead_player.player) then
air = current_dead_player.bones_pos
else
air = minetest.find_node_near(bones.private.current_dead_player.bones_pos, 1, {"air"})
air = minetest.find_node_near(current_dead_player.bones_pos, 1, {"air"})
end
if air and not minetest.is_protected(air, bones.private.current_dead_player.player_name) then
bones.private.current_dead_player.bones_pos = air
local param2 = minetest.dir_to_facedir(bones.private.current_dead_player.player:get_look_dir())
minetest.set_node(bones.private.current_dead_player.bones_pos, {name = "bones:bones", param2 = param2})
local meta = minetest.get_meta(bones.private.current_dead_player.bones_pos)
bones.private.current_dead_player.bones_inv = meta:get_inventory()
bones.private.current_dead_player.bones_inv:set_size("main", cols * rows)
if air and not minetest.is_protected(air, current_dead_player.player_name) then
current_dead_player.bones_pos = air
local param2 = minetest.dir_to_facedir(current_dead_player.player:get_look_dir())
minetest.set_node(current_dead_player.bones_pos, {name = "bones:bones", param2 = param2})
local meta = minetest.get_meta(current_dead_player.bones_pos)
current_dead_player.bones_inv = meta:get_inventory()
--make it so big that anything reasonable will for sure fit inside
current_dead_player.bones_inv:set_size("main", theoretical_max_slots)
else
bones.private.current_dead_player.bones_mode = "drop"
bones.private.current_dead_player.bones_pos = nil
current_dead_player.bones_mode = "drop"
current_dead_player.bones_pos = nil
end
end
if ( ( bones.private.current_dead_player.bones_mode == "bones" ) and ( bones.private.current_dead_player.bones_inv:room_for_item("main", stk) ) ) then
bones.private.current_dead_player.bones_inv:add_item("main", stk)
if ( current_dead_player.bones_mode == "bones" ) and
( current_dead_player.bones_inv:room_for_item("main", stk) ) then
current_dead_player.bones_inv:add_item("main", stk)
else
drop(bones.private.current_dead_player.player_pos, stk)
bones.private.current_dead_player.dropped=true
drop(current_dead_player.player_pos, stk)
current_dead_player.dropped=true
end
end
local function player_dies_transfer_inventory(player)
local function player_dies_transfer_inventory(player,transfer_stack)
local player_inv = player:get_inventory()
for _, list_name in ipairs(player_inventory_lists) do
for i = 1, player_inv:get_size(list_name) do
local stack = player_inv:get_stack(list_name, i)
bones.public.transfer_stack_to_bones(stack)
transfer_stack(stack)
end
player_inv:set_list(list_name, {})
end
end
bones.public.register_transfer_inventory_to_bones_on_player_death(player_dies_transfer_inventory)
bones.register_dead_player_inv_management(player_dies_transfer_inventory)
minetest.register_on_dieplayer(function(player)
local pos = vector.round(player:get_pos())
@ -267,7 +263,8 @@ minetest.register_on_dieplayer(function(player)
bones_mode = "bones"
end
local player_name = player:get_player_name()
bones.private.current_dead_player={player=player, player_name=player_name, bones_inv=nil, bones_pos=nil, bones_mode=bones_mode, player_pos=pos, dropped=false}
local current_dead_player={player=player, player_name=player_name, bones_inv=nil, bones_pos=nil,
bones_mode=bones_mode, player_pos=pos, dropped=false}
local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
local pos_string = minetest.pos_to_string(pos)
@ -282,58 +279,73 @@ minetest.register_on_dieplayer(function(player)
return
end
for i=0,#bones.private.dead_player_callbacks do
local fun=bones.private.dead_player_callbacks[i]
fun(player)
local callback=function(stk)
transfer_stack_to_bones(stk,current_dead_player)
end
local bones_conclusion=""
local public_conclusion=""
for i=1,#dead_player_callbacks do
local fun=dead_player_callbacks[i]
fun(player,callback)
end
if(not(bones.private.current_dead_player.bones_pos))then
drop(bones.private.current_dead_player.player_pos, ItemStack("bones:bones"))
if(not(bones.private.current_dead_player.dropped))then
local bones_conclusion
if not ( current_dead_player.bones_pos ) then
drop(current_dead_player.player_pos, ItemStack("bones:bones"))
if not ( current_dead_player.dropped ) then
bones_conclusion="No bones placed"
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end
else
bones_conclusion="Inventory dropped"
public_conclusion="dropped their inventory"
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2, and dropped their inventory.", player_name, pos_string, public_conclusion))
end
end
else
if(not(bones.private.current_dead_player.dropped))then
if not ( current_dead_player.dropped ) then
bones_conclusion="Bones placed"
public_conclusion="bones were placed"
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2, and bones were placed.", player_name, pos_string, public_conclusion))
end
else
bones_conclusion="Inventory partially dropped"
public_conclusion="partially dropped their inventory"
if bones_position_message then
minetest.chat_send_player(player_name, S("@1 died at @2, and partially dropped their inventory.", player_name, pos_string, public_conclusion))
end
end
end
minetest.log("action", player_name .. " dies at " .. pos_string ..
". " .. bones_conclusion)
if bones_position_message then
if(public_conclusion~="")then
public_conclusion=", and "..public_conclusion
local inv = current_dead_player.bones_inv
local inv_size = theoretical_max_slots
if inv then
for i = 1, theoretical_max_slots do
local stack = inv:get_stack("main", i)
if stack:get_count() == 0 then
inv_size = i - 1
break
end
end
minetest.chat_send_player(player_name, S("@1 died at @2@3.", player_name, pos_string, public_conclusion))
end
local meta = minetest.get_meta(current_dead_player.bones_pos)
meta:set_string("formspec", get_bones_formspec_for_size(inv_size))
meta:set_string("owner", player_name)
local meta = minetest.get_meta(bones.private.current_dead_player.bones_pos)
meta:set_string("formspec", bones_formspec)
meta:set_string("owner", player_name)
if share_bones_time ~= 0 then
meta:set_string("infotext", S("@1's fresh bones", player_name))
if share_bones_time ~= 0 then
meta:set_string("infotext", S("@1's fresh bones", player_name))
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
meta:set_int("time", 0)
else
meta:set_int("time", (share_bones_time - share_bones_time_early))
end
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
meta:set_int("time", 0)
minetest.get_node_timer(pos):start(10)
else
meta:set_int("time", (share_bones_time - share_bones_time_early))
meta:set_string("infotext", S("@1's bones", player_name))
end
minetest.get_node_timer(pos):start(10)
else
meta:set_string("infotext", S("@1's bones", player_name))
end
bones.private.current_dead_player=nil
end)