mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-12-25 18:20:36 +01:00
232b274c55
subgame + mods
247 lines
8.3 KiB
Lua
Executable File
247 lines
8.3 KiB
Lua
Executable File
worldedit = worldedit or {}
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--[[
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Example:
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worldedit.register_gui_function("worldedit_gui_hollow_cylinder", {
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name = "Make Hollow Cylinder",
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privs = {worldedit=true},
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get_formspec = function(name) return "some formspec here" end,
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on_select = function(name) print(name .. " clicked the button!") end,
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})
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Use `nil` for the `options` parameter to unregister the function associated with the given identifier.
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Use `nil` for the `get_formspec` field to denote that the function does not have its own screen.
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Use `nil` for the `privs` field to denote that no special privileges are required to use the function.
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If the identifier is already registered to another function, it will be replaced by the new one.
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The `on_select` function must not call `worldedit.show_page`
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]]
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worldedit.pages = {} --mapping of identifiers to options
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local identifiers = {} --ordered list of identifiers
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worldedit.register_gui_function = function(identifier, options)
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worldedit.pages[identifier] = options
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table.insert(identifiers, identifier)
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end
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--[[
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Example:
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worldedit.register_gui_handler("worldedit_gui_hollow_cylinder", function(name, fields)
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print(minetest.serialize(fields))
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end)
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]]
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worldedit.register_gui_handler = function(identifier, handler)
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local enabled = true
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if not enabled then return false end
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enabled = false
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minetest.after(0.2, function() enabled = true end)
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local name = player:get_player_name()
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--ensure the player has permission to perform the action
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local entry = worldedit.pages[identifier]
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if entry and minetest.check_player_privs(name, entry.privs or {}) then
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return handler(name, fields)
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end
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return false
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end)
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end
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worldedit.get_formspec_header = function(identifier)
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local entry = worldedit.pages[identifier] or {}
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return "button[0,0;2,0.5;worldedit_gui;Back]" ..
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string.format("label[2,0;WorldEdit GUI > %s]", entry.name or "")
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end
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local get_formspec = function(name, identifier)
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if worldedit.pages[identifier] then
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return worldedit.pages[identifier].get_formspec(name)
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end
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return worldedit.pages["worldedit_gui"].get_formspec(name) --default to showing main page if an unknown page is given
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end
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--implement worldedit.show_page(name, page) in different ways depending on the available APIs
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if unified_inventory then --unified inventory installed
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local old_func = worldedit.register_gui_function
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worldedit.register_gui_function = function(identifier, options)
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old_func(identifier, options)
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unified_inventory.register_page(identifier, {get_formspec=function(player) return {formspec=options.get_formspec(player:get_player_name())} end})
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end
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unified_inventory.register_button("worldedit_gui", {
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type = "image",
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image = "inventory_plus_worldedit_gui.png",
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})
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = player:get_player_name()
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if fields.worldedit_gui then --main page
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worldedit.show_page(name, "worldedit_gui")
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return true
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elseif fields.worldedit_gui_exit then --return to original page
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local player = minetest.get_player_by_name(name)
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if player then
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unified_inventory.set_inventory_formspec(player, "craft")
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end
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return true
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end
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return false
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end)
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worldedit.show_page = function(name, page)
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local player = minetest.get_player_by_name(name)
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if player then
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player:set_inventory_formspec(get_formspec(name, page))
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end
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end
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elseif inventory_plus then --inventory++ installed
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minetest.register_on_joinplayer(function(player)
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inventory_plus.register_button(player, "worldedit_gui", "WorldEdit")
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end)
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--show the form when the button is pressed and hide it when done
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local gui_player_formspecs = {}
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = player:get_player_name()
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if fields.worldedit_gui then --main page
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gui_player_formspecs[name] = player:get_inventory_formspec()
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worldedit.show_page(name, "worldedit_gui")
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return true
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elseif fields.worldedit_gui_exit then --return to original page
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if gui_player_formspecs[name] then
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inventory_plus.set_inventory_formspec(player, gui_player_formspecs[name])
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end
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return true
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end
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return false
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end)
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worldedit.show_page = function(name, page)
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local player = minetest.get_player_by_name(name)
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if player then
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inventory_plus.set_inventory_formspec(player, get_formspec(name, page))
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end
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end
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else --fallback button
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local player_formspecs = {}
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local update_main_formspec = function(name)
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local formspec = player_formspecs[name]
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if not formspec then
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return
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end
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local player = minetest.get_player_by_name(name)
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if not player then --this is in case the player signs off while the media is loading
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return
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end
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if (minetest.check_player_privs(name, {creative=true}) or minetest.setting_getbool("creative_mode")) and creative_inventory then --creative_inventory is active, add button to modified formspec
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formspec = player:get_inventory_formspec() .. "image_button[6,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
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else
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formspec = formspec .. "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
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end
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player:set_inventory_formspec(formspec)
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end
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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minetest.after(1, function()
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if minetest.get_player_by_name(name) then --ensure the player is still signed in
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player_formspecs[name] = player:get_inventory_formspec()
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minetest.after(0.01, function()
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update_main_formspec(name)
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end)
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end
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end)
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end)
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minetest.register_on_leaveplayer(function(player)
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player_formspecs[player:get_player_name()] = nil
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end)
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local gui_player_formspecs = {}
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = player:get_player_name()
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if fields.worldedit_gui then --main page
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gui_player_formspecs[name] = player:get_inventory_formspec()
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worldedit.show_page(name, "worldedit_gui")
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return true
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elseif fields.worldedit_gui_exit then --return to original page
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if gui_player_formspecs[name] then
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player:set_inventory_formspec(gui_player_formspecs[name])
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end
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return true
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else --deal with creative_inventory setting the formspec on every single message
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minetest.after(0.01,function()
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update_main_formspec(name)
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end)
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return false --continue processing in creative inventory
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end
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end)
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worldedit.show_page = function(name, page)
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local player = minetest.get_player_by_name(name)
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if player then
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player:set_inventory_formspec(get_formspec(name, page))
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end
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end
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end
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worldedit.register_gui_function("worldedit_gui", {
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name = "WorldEdit GUI",
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get_formspec = function(name)
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--create a form with all the buttons arranged in a grid
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local buttons, x, y, index = {}, 0, 1, 0
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local width, height = 3, 0.8
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local columns = 5
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for i, identifier in pairs(identifiers) do
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if identifier ~= "worldedit_gui" then
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local entry = worldedit.pages[identifier]
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table.insert(buttons, string.format((entry.get_formspec and "button" or "button_exit") ..
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"[%g,%g;%g,%g;%s;%s]", x, y, width, height, identifier, minetest.formspec_escape(entry.name)))
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index, x = index + 1, x + width
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if index == columns then --row is full
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x, y = 0, y + height
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index = 0
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end
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end
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end
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if index == 0 then --empty row
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y = y - height
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end
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return string.format("size[%g,%g]", math.max(columns * width, 5), math.max(y + 0.5, 3)) ..
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"button[0,0;2,0.5;worldedit_gui_exit;Back]" ..
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"label[2,0;WorldEdit GUI]" ..
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table.concat(buttons)
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end,
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})
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worldedit.register_gui_handler("worldedit_gui", function(name, fields)
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for identifier, entry in pairs(worldedit.pages) do --check for WorldEdit GUI main formspec button selection
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if fields[identifier] and identifier ~= "worldedit_gui" then
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--ensure player has permission to perform action
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local has_privs, missing_privs = minetest.check_player_privs(name, entry.privs or {})
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if not has_privs then
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worldedit.player_notify(name, "you are not allowed to use this function (missing privileges: " .. table.concat(missing_privs, ", ") .. ")")
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return false
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end
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if entry.on_select then
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entry.on_select(name)
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end
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if entry.get_formspec then
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worldedit.show_page(name, identifier)
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end
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return true
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end
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end
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return false
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end)
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/functionality.lua")
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