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server-nalc/mods/pclasses/inventory.lua
LeMagnesium 59c4c8e919
[mff_pclasses & pclasses] Enhance showcasing menus
- Remove the labels introduced last time and use the old line-wrapping
   textareas
 - Add showcase screenshots for the four classes presented
 - Add a little map of the spawn and both available class buildings
 - For #473
2016-09-24 15:14:35 +02:00

153 lines
5.5 KiB
Lua
Executable File

------------------------
-- PClasses' inventory
--
-- Inventory for 'dead' items
pclasses.api.create_graveyard_inventory = function(player)
local pname = player:get_player_name()
local grave_inv = minetest.get_inventory({type = "detached", name = pname .. "_graveyard"})
if grave_inv then
return grave_inv
end
local player_inv = minetest.get_inventory({type = "player", name = pname})
grave_inv = minetest.create_detached_inventory(pname .. "_graveyard", {
on_take = function(inv, listname, index, stack, player)
player_inv:set_stack(listname, index, nil)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
local stack = inv:get_stack(to_list, to_index)
player_inv:set_stack(to_list, to_index, stack)
player_inv:set_stack(from_list, from_index, nil)
end,
allow_take = function(inv, listname, index, stack, player)
player_inv:set_stack(listname, index, nil)
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return 0
end,
allow_put = function(inv, listname, index, stack, player)
return 0
end,
})
grave_inv:set_size("graveyard", 7*8)
player_inv:set_size("graveyard", 7*8)
for i = 1,56 do
local stack = player_inv:get_stack("graveyard", i)
grave_inv:set_stack("graveyard", i, stack)
end
return grave_inv
end
unified_inventory.register_button("graveyard", {
type = "image",
image = "pclasses_grave_button.png",
tooltip = "Item Graveyard",
})
unified_inventory.register_page("graveyard", {
get_formspec = function(player)
local pname = player:get_player_name()
local form = "label[0,0;Graveyard]" ..
"list[detached:" .. pname .. "_graveyard;graveyard;0.5,0.7;7,8]"
return {formspec = form, draw_inventory = false}
end
})
minetest.register_chatcommand("clear_graveyard", {
description = "Clear Graveyard Inventory",
privs = {},
func = function(name, param)
local grave_inv = minetest.get_inventory({type = "detached", name = name .. "_graveyard"})
grave_inv:set_list("graveyard", {})
minetest.get_player_by_name(name):get_inventory():set_list("graveyard", {})
return true, "Graveyard flushed"
end,
})
function pclasses.api.vacuum_graveyard(player)
local pname = player:get_player_name()
local grave_inv = minetest.get_inventory({type = "detached", name = pname .. "_graveyard"})
local player_inv = minetest.get_inventory({type = "player", name = pname})
if not grave_inv then return end
for i = 1,7*8 do
local stack = grave_inv:get_stack("graveyard", i)
if pclasses.data.reserved_items[stack:get_name()] and pclasses.api.util.can_have_item(pname, stack:get_name()) then
grave_inv:set_stack("graveyard", i, nil)
player_inv:set_stack("graveyard", i, nil)
if player_inv:room_for_item("main", stack) then
player_inv:add_item("main", stack)
else
minetest.add_item(player:getpos(), stack)
end
end
end
end
-- Inventory description buttons
local pbutton_form = "size[10,10]" ..
"button_exit[4.5,9.5;1,0.5;pmenu_leave;Leave]" ..
"tabheader[0,0;pmenu_header;infos"
function pclasses.api.textify(text)
return ("textarea[0.5,0.2;9.6,5.8;pmenu_data;;%s]"):format(text)
end
local pbuttons = {}
local pforms = {}
local pinfo = pclasses.api.textify(
"PClasses (Player Classes) allows you to become a member of specific classes implemented " ..
"with abilities, advantages, and reserved items. Each one of the classes defined grants " ..
"the right to carry items, called reserved items, tied to the abilities of a class. A " ..
"hunter will be able to use arrows, whereas a warrior can own powerful weapons. Each time " ..
"you switch classes, you will lose your stats and items, the latter being transfered into " ..
"a special part of your inventory, the graveyard. Once you return to a class that allows " ..
"you to use those items, they will return in your main inventory.\n" ..
"You can use this menu to navigate between classes and read informations about what " ..
"abilities come with specific classes.\n" ..
"You can see on this man the location of all class buildings available, containing their " ..
"respective class pedestals."
) .. "image[2.4,5.6;6,4;pclasses_buildings.png]"
minetest.after(0, function()
for cname, cdef in pairs(pclasses.classes) do
if cname ~= pclasses.conf.superuser_class then
pbutton_form = pbutton_form .. ',' .. cname
table.insert(pbuttons, cname)
end
end
pbutton_form = pbutton_form .. ";1]"
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "" then return end
if fields.pmenu_header then
if fields.pmenu_header + 0 == 1 then
player:set_inventory_formspec(pbutton_form .. pinfo)
else
player:set_inventory_formspec(string.sub(pbutton_form, 1, -3) .. fields.pmenu_header .. "]" .. (pclasses.classes[pbuttons[fields.pmenu_header-1]].informations or "No informations available"))
end
return
elseif fields.pmenu_leave then
player:set_inventory_formspec(pforms[player:get_player_name()])
pforms[player:get_player_name()] = nil
end
end)
unified_inventory.register_button("pclasses", {
type = "image",
image = "pclasses_inv.png",
tooltip = "Player Classes Descriptions",
action = function(player)
if not pforms[player:get_player_name()] then
pforms[player:get_player_name()] = player:get_inventory_formspec()
player:set_inventory_formspec(pbutton_form .. pinfo)
end
end
})