mirror of
https://github.com/Sokomine/replacer.git
synced 2024-11-14 22:00:20 +01:00
177 lines
6.2 KiB
Lua
177 lines
6.2 KiB
Lua
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-- how many patterns are stored in the history? those don't take up much space,
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-- but a too long list might not be overly helpful for the players either
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replacer.max_hist_size = 20
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-- turn stored metadata string (<node_name> <param1> <param2>) into something readable by human beeings
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replacer.human_readable_metadata = function(metadata)
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if(not(metadata)) then
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return "(nothing)"
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end
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-- data is stored in the form "<nodename> <param1> <param2>"
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local parts = string.split(metadata, " ")
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if(not(parts) or #parts < 3) then
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return "(corrupted data)"
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end
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local node_name = parts[1]
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local param2 = parts[3]
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local def = minetest.registered_nodes[ node_name ]
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if(not(def)) then
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return "(unknown node)"
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end
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local text = "'"..tostring(def.description or "- no description -").."'"
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if(not(def.description) or def.description == "") then
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text = "- no description -"
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end
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-- facedir is probably the most commonly used rotation variant
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if( def.paramtype2 == "facedir"
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or def.paramtype2 == "colorfacedir") then
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local axis_names = {"y+ (Ground)", "z+ (North)", "z- (South)",
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"x+ (East)", "x- (West)", "y- (Sky)"}
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text = text.." Rotated: "..tostring(param2 % 4)..
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" around axis: "..tostring( axis_names[ math.floor( (param2%24) / 4 ) + 1 ])
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-- wallmounted is diffrent
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elseif( def.paramtype2 == "wallmounted"
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or def.paramtype2 == "colorwallmounted") then
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local axis_names = {"y+ (Ground)", "y- (Sky)",
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"z+ (North)", "z- (South)",
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"x+ (East)", "x- (West)"}
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text = text.." Mounted at wall: "..tostring( axis_names[ (param2 % 6)+ 1 ])
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end
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return text
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end
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-- set the replacer to a new pattern
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replacer.set_to = function(player_name, metadata, player, itemstack)
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if(not(player_name) or not(player) or not(itemstack)) then
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return itemstack
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end
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-- fallback if nothing is given
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if(not(metadata)) then
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metadata = "default:dirt 0 0"
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end
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itemstack:set_metadata( metadata )
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local set_to = replacer.human_readable_metadata(metadata)
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-- change the description of the tool so that it's easier to see which replacer (if you
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-- have more than one in your inv) is set to which node
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local meta = itemstack:get_meta()
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meta:set_string("description", "Node replacement tool set to:\n"..set_to..
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"\n["..tostring(metadata).."]")
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minetest.chat_send_player(player_name, "Node replacement tool set to: "..set_to..
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"["..tostring(metadata).."].")
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replacer.add_to_hist(player_name, metadata)
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return itemstack -- nothing consumed but data changed
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end
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-- keep a history of stored patterns for each player (not for each replacer);
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-- this history is not saved over server shutdown
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replacer.add_to_hist = function(player_name, metadata )
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if(not(player_name) or not(metadata) or metadata == "") then
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return
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end
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if(not(replacer.history)) then
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replacer.history = {}
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end
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if(not(replacer.history[ player_name ])) then
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replacer.history[ player_name ] = {}
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end
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local index = table.indexof( replacer.history[ player_name ], metadata )
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-- only add new entries; do not store duplicates
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if(index and index > -1) then
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return
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end
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-- remove the oldest entry
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if(#replacer.history[ player_name ] >= replacer.max_hist_size) then
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table.remove(replacer.history[ player_name ], 1)
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end
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table.insert(replacer.history[ player_name ], metadata)
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end
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-- show a formspec with a history of stored patterns to select from
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replacer.get_formspec = function(player_name, current_metadata, player)
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-- is the player in creative mode?
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local in_creative_mode = (minetest.settings:get_bool("creative_mode")
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or minetest.check_player_privs(player_name, {creative=true}))
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-- count how many blocks of each type the player has in his inventory
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local counted_inv = {}
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if(not(in_creative_mode)) then
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local inv_main = player:get_inventory():get_list("main")
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for i, v in ipairs(inv_main) do
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local stack_name = v:get_name()
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if(not(counted_inv[ stack_name ])) then
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counted_inv[ stack_name ] = 0
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end
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counted_inv[ stack_name ] = counted_inv[ stack_name ] + v:get_count()
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end
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end
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local formspec = "size[14,8]"..
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"label[4,0;Node Replacement Tool Setup and History]"..
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"button_exit[6,7.2;2,0.8;quit;Exit]"..
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"label[0.2,0.6;Click here to set the replacer to a pattern you have stored before:]"..
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"tablecolumns[color;"..
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"text,align=right,tooltip=Amount of nodes of this type left in your inventory:"..
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";text,align=left,tooltip=Stored pattern:]"..
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"table[0.2,1.0;13,6;replacer_history;"
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-- make sure all variables exist and the current entry is stored
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replacer.add_to_hist(player_name, current_metadata)
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local hist_entries = {}
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local selected = 1
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for i, v in ipairs(replacer.history[ player_name ]) do
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if(v == current_metadata) then
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selected = i
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end
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local amount_left = "#00FF00,infinite supply:"
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if(not(in_creative_mode)) then
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-- which item are we looking for?
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local parts = v:split(" ")
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if(not(parts) or #parts<1) then
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parts = {"does not exist"}
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-- TODO: handle this in a more general way
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elseif(parts[1] == "default:dirt_with_grass") then
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parts[1] = "default:dirt"
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end
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if(counted_inv[ parts[1] ]) then
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amount_left = "#00FF00,"..tostring(counted_inv[ parts[1] ]).." available:"
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else
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amount_left = "#FF0000,none left!"
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end
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end
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hist_entries[ i ] = tostring(amount_left)..","..
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minetest.formspec_escape(replacer.human_readable_metadata(v).." ["..v.."]")
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end
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return formspec..table.concat(hist_entries, ",")..";"..tostring(selected).."]"
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end
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-- the player has interacted with our formspec
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minetest.register_on_player_receive_fields( function(player, formname, fields)
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if(not(formname) or formname ~= "replacer:menu") then
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return false
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end
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local player_name = player:get_player_name()
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-- the player clicked on an entry in the history
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if(fields and fields.replacer_history
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and replacer.history and replacer.history[ player_name ]) then
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-- find out which line it was
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local selected = minetest.explode_table_event(fields.replacer_history)
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if(selected and (selected.type == "CHG" or selected.type == "DLC")
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and selected.row <= #replacer.history[ player_name ]) then
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local itemstack = player:get_wielded_item()
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itemstack = replacer.set_to(player_name,
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replacer.history[ player_name ][ selected.row ],
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player, itemstack)
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player:set_wielded_item(itemstack)
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return true
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end
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end
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return true
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end)
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