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https://github.com/sys4-fr/server-nalc.git
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1385ad34bb
- For #473
150 lines
5.3 KiB
Lua
Executable File
150 lines
5.3 KiB
Lua
Executable File
------------------------
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-- PClasses' inventory
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--
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-- Inventory for 'dead' items
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pclasses.api.create_graveyard_inventory = function(player)
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local pname = player:get_player_name()
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local grave_inv = minetest.get_inventory({type = "detached", name = pname .. "_graveyard"})
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if grave_inv then
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return grave_inv
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end
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local player_inv = minetest.get_inventory({type = "player", name = pname})
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grave_inv = minetest.create_detached_inventory(pname .. "_graveyard", {
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on_take = function(inv, listname, index, stack, player)
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player_inv:set_stack(listname, index, nil)
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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local stack = inv:get_stack(to_list, to_index)
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player_inv:set_stack(to_list, to_index, stack)
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player_inv:set_stack(from_list, from_index, nil)
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end,
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allow_take = function(inv, listname, index, stack, player)
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player_inv:set_stack(listname, index, nil)
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return stack:get_count()
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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return 0
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end,
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allow_put = function(inv, listname, index, stack, player)
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return 0
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end,
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})
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grave_inv:set_size("graveyard", 7*8)
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player_inv:set_size("graveyard", 7*8)
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for i = 1,56 do
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local stack = player_inv:get_stack("graveyard", i)
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grave_inv:set_stack("graveyard", i, stack)
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end
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return grave_inv
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end
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unified_inventory.register_button("graveyard", {
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type = "image",
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image = "pclasses_grave_button.png",
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tooltip = "Item Graveyard",
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})
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unified_inventory.register_page("graveyard", {
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get_formspec = function(player)
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local pname = player:get_player_name()
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local form = "label[0,0;Graveyard]" ..
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"list[detached:" .. pname .. "_graveyard;graveyard;0.5,0.7;7,8]"
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return {formspec = form, draw_inventory = false}
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end
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})
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minetest.register_chatcommand("clear_graveyard", {
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description = "Clear Graveyard Inventory",
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privs = {},
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func = function(name, param)
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local grave_inv = minetest.get_inventory({type = "detached", name = name .. "_graveyard"})
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grave_inv:set_list("graveyard", {})
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minetest.get_player_by_name(name):get_inventory():set_list("graveyard", {})
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return true, "Graveyard flushed"
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end,
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})
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function pclasses.api.vacuum_graveyard(player)
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local pname = player:get_player_name()
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local grave_inv = minetest.get_inventory({type = "detached", name = pname .. "_graveyard"})
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local player_inv = minetest.get_inventory({type = "player", name = pname})
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if not grave_inv then return end
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for i = 1,7*8 do
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local stack = grave_inv:get_stack("graveyard", i)
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if pclasses.data.reserved_items[stack:get_name()] and pclasses.api.util.can_have_item(pname, stack:get_name()) then
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grave_inv:set_stack("graveyard", i, nil)
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player_inv:set_stack("graveyard", i, nil)
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if player_inv:room_for_item("main", stack) then
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player_inv:add_item("main", stack)
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else
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minetest.add_item(player:getpos(), stack)
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end
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end
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end
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end
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-- Inventory description buttons
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local pbutton_form = "size[10,10]" ..
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"button_exit[4.5,9.5;1,0.5;pmenu_leave;Leave]" ..
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"tabheader[0,0;pmenu_header;infos"
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function textify(text)
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return "textarea[0.5,0.2;9.6,10;pmenu_data;;" .. text .. "]"
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end
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local pbuttons = {}
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local pforms = {}
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local pinfo = textify(
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"PClasses (Player Classes) allows you to become a member of specific classes implemented with abilities, advantages, and reserved items. " ..
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"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 " ..
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"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 " ..
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"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 " ..
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"return in your main inventory.\n" ..
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"You can use this menu to navigate between classes and read informations about what abilities come with specific classes."
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)
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minetest.after(0, function()
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for cname, cdef in pairs(pclasses.classes) do
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if cname ~= pclasses.conf.superuser_class then
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pbutton_form = pbutton_form .. ',' .. cname
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table.insert(pbuttons, cname)
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end
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end
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pbutton_form = pbutton_form .. ";1]"
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minetest.log("action", pbutton_form)
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end)
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if formname ~= "" then return end
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if fields.pmenu_header then
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minetest.log(fields.pmenu_header)
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if fields.pmenu_header + 0 == 1 then
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player:set_inventory_formspec(pbutton_form .. pinfo)
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else
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player:set_inventory_formspec(string.sub(pbutton_form, 1, -3) .. fields.pmenu_header .. "]" .. textify(pclasses.classes[pbuttons[fields.pmenu_header-1]].informations or "No informations available"))
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end
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return
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elseif fields.pmenu_leave then
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player:set_inventory_formspec(pforms[player:get_player_name()])
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pforms[player:get_player_name()] = nil
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end
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end)
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unified_inventory.register_button("pclasses", {
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type = "image",
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image = "pclasses_inv.png",
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tooltip = "Player Classes Descriptions",
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action = function(player)
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if not pforms[player:get_player_name()] then
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pforms[player:get_player_name()] = player:get_inventory_formspec()
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player:set_inventory_formspec(pbutton_form .. pinfo)
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end
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end
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})
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