minetest.register_privilege("creative", { description = "Can use the creative inventory", give_to_singleplayer = false, }) local trash = minetest.create_detached_inventory("trash", { --allow_put = function(inv, listname, index, stack, player) -- if unified_inventory.is_creative(player:get_player_name()) then -- return stack:get_count() -- else -- return 0 -- end --end, on_put = function(inv, listname, index, stack, player) inv:set_stack(listname, index, nil) local player_name = player:get_player_name() minetest.sound_play("trash", {to_player=player_name, gain = 1.0}) end, }) trash:set_size("main", 1) unified_inventory.register_button("craft", { type = "image", image = "ui_craft_icon.png", }) unified_inventory.register_button("craftguide", { type = "image", image = "ui_craftguide_icon.png", }) unified_inventory.register_button("home_gui_set", { type = "image", image = "ui_sethome_icon.png", action = function(player) local player_name = player:get_player_name() unified_inventory.set_home(player, player:getpos()) local home = unified_inventory.home_pos[player_name] if home ~= nil then minetest.sound_play("dingdong", {to_player=player_name, gain = 1.0}) minetest.chat_send_player(player_name, "Home position set to: " ..minetest.pos_to_string(home)) end end, }) unified_inventory.register_button("home_gui_go", { type = "image", image = "ui_gohome_icon.png", action = function(player) minetest.sound_play("teleport", {to_player=player:get_player_name(), gain = 1.0}) unified_inventory.go_home(player) end, }) unified_inventory.register_button("misc_set_day", { type = "image", image = "ui_sun_icon.png", action = function(player) local player_name = player:get_player_name() if minetest.check_player_privs(player_name, {settime=true}) then minetest.sound_play("birds", {to_player=player_name, gain = 1.0}) minetest.set_timeofday((6000 % 24000) / 24000) minetest.chat_send_player(player_name, "Time of day set to 6am") else minetest.chat_send_player(player_name, "You don't have the" .." settime priviledge!") end end, }) unified_inventory.register_button("misc_set_night", { type = "image", image = "ui_moon_icon.png", action = function(player) local player_name = player:get_player_name() if minetest.check_player_privs(player_name, {settime=true}) then minetest.sound_play("owl", {to_player=player_name, gain = 1.0}) minetest.set_timeofday((21000 % 24000) / 24000) minetest.chat_send_player(player_name, "Time of day set to 9pm") else minetest.chat_send_player(player_name, "You don't have the" .." settime priviledge!") end end, }) unified_inventory.register_button("clear_inv", { type = "image", image = "ui_trash_icon.png", action = function(player) local player_name = player:get_player_name() if not unified_inventory.is_creative(player_name) then minetest.chat_send_player(player_name, "This button has been disabled outside" .." of creative mode to prevent" .." accidental inventory trashing." .." Use the trash slot instead.") return end player:get_inventory():set_list("main", {}) minetest.chat_send_player(player_name, 'Inventory Cleared!') minetest.sound_play("trash_all", {to_player=player_name, gain = 1.0}) end, }) unified_inventory.register_page("craft", { get_formspec = function(player, formspec) local player_name = player:get_player_name() local formspec = "background[0,1;8,3;ui_crafting_form.png]" formspec = formspec.."background[0,4.5;8,4;ui_main_inventory.png]" formspec = formspec.."label[0,0;Crafting]" formspec = formspec.."listcolors[#00000000;#00000000]" formspec = formspec.."list[current_player;craftpreview;6,1;1,1;]" formspec = formspec.."list[current_player;craft;2,1;3,3;]" formspec = formspec.."label[7,2.5;Trash:]" formspec = formspec.."list[detached:trash;main;7,3;1,1;]" if unified_inventory.is_creative(player_name) then formspec = formspec.."label[0,2.5;Refill:]" formspec = formspec.."list[detached:"..minetest.formspec_escape(player_name).."refill;main;0,3;1,1;]" end return {formspec=formspec} end, }) -- group_representative_item(): select representative item for a group -- -- This is used when displaying craft recipes, where an ingredient is -- specified by group rather than as a specific item. A single-item group -- is represented by that item, with the single-item status signalled -- so that stack_image_button() can treat it as just the item. If the -- group contains no items at all, it will be treated as containing a -- single unknown item. -- -- Within a multiple-item group, we prefer to use an item that has the -- same specific name as the group, and if there are more than one of -- those items we prefer the one specified by the default mod if there -- is one. If this produces a bad result, the mod defining a group can -- register its preference for which item should represent the group, -- and we'll use that instead if possible. Also, for a handful of groups -- (predating this registration system) we have built-in preferences -- that are used like registered preferences. Among equally-preferred -- items, we just pick the one with the lexicographically earliest name, -- for determinism. local builtin_group_representative_items = { mesecon_conductor_craftable = "mesecons:wire_00000000_off", stone = "default:cobble", wool = "wool:white", } local function compute_group_representative_item(groupspec) local groupname = string.sub(groupspec, 7) local candidate_items = {} for itemname, itemdef in pairs(minetest.registered_items) do if (itemdef.groups.not_in_creative_inventory or 0) == 0 and (itemdef.groups[groupname] or 0) ~= 0 then table.insert(candidate_items, itemname) end end if #candidate_items == 0 then return { item = "unobtainium!", sole = true } end if #candidate_items == 1 then return { item = candidate_items[1], sole = true } end local bestitem = "" local bestpref = 0 for _, item in ipairs(candidate_items) do local pref if item == unified_inventory.registered_group_representative_items[groupname] then pref = 5 elseif item == builtin_group_representative_items[groupname] then pref = 4 elseif item == "default:"..groupname then pref = 3 elseif item:gsub("^[^:]*:", "") == groupname then pref = 2 else pref = 1 end if pref > bestpref or (pref == bestpref and item < bestitem) then bestitem = item bestpref = pref end end return { item = bestitem, sole = false } end local group_representative_item_cache = {} local function group_representative_item(groupspec) if not group_representative_item_cache[groupspec] then group_representative_item_cache[groupspec] = compute_group_representative_item(groupspec) end return group_representative_item_cache[groupspec] end -- stack_image_button(): generate a form button displaying a stack of items -- -- Normally a simple item_image_button[] is used. If the stack contains -- more than one item, item_image_button[] doesn't have an option to -- display an item count in the way that an inventory slot does, so -- we have to fake it using the label facility. This doesn't let us -- specify that the count should appear at bottom right, so we use some -- dodgy whitespace to shift it away from the centre of the button. -- Unfortunately the correct amount of whitespace depends on display -- resolution, so the results from this will be variable. This should be -- replaced as soon as the engine adds support for a proper item count, -- or at least label placement control, on buttons. -- -- The specified item may be a group. In that case, the group will be -- represented by some item in the group, along with a flag indicating -- that it's a group. If the group contains only one item, it will be -- treated as if that item had been specified directly. local function stack_image_button(x, y, w, h, buttonname_prefix, stackstring) local st = ItemStack(stackstring) local specitem = st:get_name() local c = st:get_count() local clab = c == 1 and " " or string.format("%7d", c) local gflag, displayitem, selectitem if string.sub(specitem, 1, 6) == "group:" then local gri = group_representative_item(specitem) gflag = not gri.sole displayitem = gri.item selectitem = gri.sole and gri.item or specitem else gflag = false displayitem = specitem selectitem = specitem end local label = string.format("\n\n%s%7d", gflag and "G" or " ", c):gsub(" 1$", " .") if label == "\n\n ." then label = "" end return "item_image_button["..x..","..y..";"..w..","..h..";"..minetest.formspec_escape(displayitem)..";"..minetest.formspec_escape(buttonname_prefix..selectitem)..";"..label.."]" end unified_inventory.register_page("craftguide", { get_formspec = function(player) local player_name = player:get_player_name() local formspec = "" formspec = formspec.."background[0,4.5;8,4;ui_main_inventory.png]" formspec = formspec.."label[0,0;Crafting Guide]" formspec = formspec.."listcolors[#00000000;#00000000]" local craftinv = minetest.get_inventory({ type = "detached", name = player_name.."craftrecipe" }) local item_name = unified_inventory.current_item[player_name] if not item_name then return {formspec=formspec} end formspec = formspec.."textarea[0.3,0.6;10,1;;Result: "..minetest.formspec_escape(item_name)..";]" formspec = formspec.."list[detached:"..minetest.formspec_escape(player_name).."craftrecipe;output;6,1;1,1;]" local alternate, alternates, craft, craft_type alternate = unified_inventory.alternate[player_name] local crafts = unified_inventory.crafts_table[item_name] if crafts ~= nil and #crafts > 0 then alternates = #crafts craft = crafts[alternate] end if not craft then craftinv:set_stack("output", 1, item_name) formspec = formspec.."label[6,3.35;No recipes]" return {formspec=formspec} end formspec = formspec.."background[0,1;8,3;ui_craftguide_form.png]" craft_type = unified_inventory.registered_craft_types[craft.type] or unified_inventory.canonicalise_craft_type(craft.type, {}) formspec = formspec.."label[6,3.35;Method:]" formspec = formspec.."label[6,3.75;"..minetest.formspec_escape(craft_type.description).."]" craftinv:set_stack("output", 1, craft.output) -- fake buttons just to make grid for y = 1, craft_type.height do for x = 1, craft_type.width do formspec = formspec.."image_button[" ..(1.0 + x)..","..(0.0 + y)..";1.1,1.1;ui_blank_image.png;;]" end end local width = craft.width if width == 0 then -- Shapeless recipe width = craft_type.width end local i = 1 for y = 1, craft_type.height do for x = 1, width do local item = craft.items[i] if item then formspec = formspec..stack_image_button(1.0+x, 0.0+y, 1.1, 1.1, "item_button_", item) end i = i + 1 end end if craft_type.uses_crafting_grid then formspec = formspec.."label[6,1.95;Copy to craft grid:]" .."button[6,2.5;0.6,0.5;craftguide_craft_1;1]" .."button[6.6,2.5;0.6,0.5;craftguide_craft_10;10]" .."button[7.2,2.5;0.6,0.5;craftguide_craft_max;All]" end if alternates > 1 then formspec = formspec.."label[0,2.6;Recipe " ..tostring(alternate).." of " ..tostring(alternates).."]" .."button[0,3.15;2,1;alternate;Alternate]" end return {formspec=formspec} end, }) minetest.register_on_player_receive_fields(function(player, formname, fields) local amount for k, v in pairs(fields) do amount = k:match("craftguide_craft_(.*)") if amount then break end end if not amount then return end local player_name = player:get_player_name() local recipe_inv = minetest.get_inventory({ type="detached", name=player_name.."craftrecipe", }) local output = unified_inventory.current_item[player_name] if (not output) or (output == "") then return end local player_inv = player:get_inventory() local crafts = unified_inventory.crafts_table[output] if (not crafts) or (#crafts == 0) then return end local alternate = unified_inventory.alternate[player_name] local craft = crafts[alternate] if craft.width > 3 then return end local needed = craft.items local craft_list = player_inv:get_list("craft") local width = craft.width if width == 0 then -- Shapeless recipe width = 3 end if amount == "max" then amount = 99 -- Arbitrary; need better way to do this. else amount = tonumber(amount) end for iter = 1, amount do local index = 1 for y = 1, 3 do for x = 1, width do local needed_item = needed[index] if needed_item then local craft_index = ((y - 1) * 3) + x local craft_item = craft_list[craft_index] if (not craft_item) or (craft_item:is_empty()) or (craft_item:get_name() == needed_item) then itemname = craft_item and craft_item:get_name() or needed_item local needed_stack = ItemStack(needed_item) if player_inv:contains_item("main", needed_stack) then local count = (craft_item and craft_item:get_count() or 0) + 1 if count <= needed_stack:get_definition().stack_max then local stack = ItemStack({name=needed_item, count=count}) craft_list[craft_index] = stack player_inv:remove_item("main", needed_stack) end end end end index = index + 1 end end end player_inv:set_list("craft", craft_list) unified_inventory.set_inventory_formspec(player, "craft") end)