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mirror of https://github.com/Sokomine/replacer.git synced 2024-11-15 06:10:21 +01:00
replacer/fs_history.lua

179 lines
6.2 KiB
Lua

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