forked from minetest-mods/unified_inventory
76c9bb9517
This way the slots are all nice and crisp regardless of GUI scale or image size, and we only need the single slot and its bright version. This also makes the standard crafting grid into a style table entry that can be referenced to insert the crafting grid at its proper style-specific position in any formspec. And it also makes the craft grid arrow, its X position, and the crafting grid's result slot X position into style table entries. Includes a few public helper functions to do most of the work: `ui.single_slot(xpos, ypos, bright)` Does just what it sounds like: it returns a single slot image. `xpos` and `ypos` are normal coordinates in slots, as you'd use in `image[]` element. `bright` is a flag that switches to the brighter version of the slot image. `ui.make_trash_slot(xpos, ypos)` Creates a single slot, with a one-item `list[]` and a trash can icon overlay. `ui.make_inv_img_grid(xpos, ypos, width, height, bright)` Generates a `width` by `height` grid of slot images, using the single_slot function above, starting at (`xpos`,`ypos`) for the top-left. Position is as in any `image[]` element, and dimensions are in integer numbers of slots (so 8,4 would be a standard inventory). `bright` is as above. All three return a string that can be directly inserted into a formspec.
334 lines
9.3 KiB
Lua
334 lines
9.3 KiB
Lua
local S = minetest.get_translator("unified_inventory")
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local F = minetest.formspec_escape
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local ui = unified_inventory
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-- Create detached creative inventory after loading all mods
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minetest.after(0.01, function()
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local rev_aliases = {}
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for source, target in pairs(minetest.registered_aliases) do
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if not rev_aliases[target] then rev_aliases[target] = {} end
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table.insert(rev_aliases[target], source)
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end
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ui.items_list = {}
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for name, def in pairs(minetest.registered_items) do
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if (not def.groups.not_in_creative_inventory or
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def.groups.not_in_creative_inventory == 0) and
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def.description and def.description ~= "" then
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table.insert(ui.items_list, name)
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local all_names = rev_aliases[name] or {}
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table.insert(all_names, name)
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for _, player_name in ipairs(all_names) do
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local recipes = minetest.get_all_craft_recipes(player_name)
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if recipes then
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for _, recipe in ipairs(recipes) do
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local unknowns
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for _,chk in pairs(recipe.items) do
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local groupchk = string.find(chk, "group:")
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if (not groupchk and not minetest.registered_items[chk])
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or (groupchk and not ui.get_group_item(string.gsub(chk, "group:", "")).item)
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or minetest.get_item_group(chk, "not_in_craft_guide") ~= 0 then
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unknowns = true
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end
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end
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if not unknowns then
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ui.register_craft(recipe)
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end
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end
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end
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end
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end
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end
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table.sort(ui.items_list)
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ui.items_list_size = #ui.items_list
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print("Unified Inventory. inventory size: "..ui.items_list_size)
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for _, name in ipairs(ui.items_list) do
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local def = minetest.registered_items[name]
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-- Simple drops
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if type(def.drop) == "string" then
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local dstack = ItemStack(def.drop)
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if not dstack:is_empty() and dstack:get_name() ~= name then
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ui.register_craft({
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type = "digging",
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items = {name},
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output = def.drop,
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width = 0,
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})
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end
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-- Complex drops. Yes, it's really complex!
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elseif type(def.drop) == "table" then
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--[[ Extract single items from the table and save them into dedicated tables
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to register them later, in order to avoid duplicates. These tables counts
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the total number of guaranteed drops and drops by chance (“maybes”) for each item.
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For “maybes”, the final count is the theoretical maximum number of items, not
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neccessarily the actual drop count. ]]
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local drop_guaranteed = {}
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local drop_maybe = {}
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-- This is for catching an obscure corner case: If the top items table has
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-- only items with rarity = 1, but max_items is set, then only the first
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-- max_items will be part of the drop, any later entries are logically
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-- impossible, so this variable is for keeping track of this
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local max_items_left = def.drop.max_items
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-- For checking whether we still encountered only guaranteed only so far;
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-- for the first “maybe” item it will become false which will cause ALL
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-- later items to be considered “maybes”.
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-- A common idiom is:
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-- { max_items 1, { items = {
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-- { items={"example:1"}, rarity = 5 },
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-- { items={"example:2"}, rarity = 1 }, }}}
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-- example:2 must be considered a “maybe” because max_items is set and it
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-- appears after a “maybe”
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local max_start = true
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-- Let's iterate through the items madness!
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-- Handle invalid drop entries gracefully.
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local drop_items = def.drop.items or { }
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for i=1,#drop_items do
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if max_items_left ~= nil and max_items_left <= 0 then break end
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local itit = drop_items[i]
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for j=1,#itit.items do
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local dstack = ItemStack(itit.items[j])
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if not dstack:is_empty() and dstack:get_name() ~= name then
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local dname = dstack:get_name()
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local dcount = dstack:get_count()
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-- Guaranteed drops AND we are not yet in “maybe mode”
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if #itit.items == 1 and itit.rarity == 1 and max_start then
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if drop_guaranteed[dname] == nil then
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drop_guaranteed[dname] = 0
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end
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drop_guaranteed[dname] = drop_guaranteed[dname] + dcount
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if max_items_left ~= nil then
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max_items_left = max_items_left - 1
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if max_items_left <= 0 then break end
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end
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-- Drop was a “maybe”
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else
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if max_items_left ~= nil then max_start = false end
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if drop_maybe[dname] == nil then
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drop_maybe[dname] = 0
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end
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drop_maybe[dname] = drop_maybe[dname] + dcount
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end
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end
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end
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end
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for itemstring, count in pairs(drop_guaranteed) do
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ui.register_craft({
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type = "digging",
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items = {name},
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output = itemstring .. " " .. count,
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width = 0,
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})
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end
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for itemstring, count in pairs(drop_maybe) do
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ui.register_craft({
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type = "digging_chance",
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items = {name},
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output = itemstring .. " " .. count,
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width = 0,
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})
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end
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end
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end
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for _, recipes in pairs(ui.crafts_for.recipe) do
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for _, recipe in ipairs(recipes) do
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local ingredient_items = {}
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for _, spec in pairs(recipe.items) do
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local matches_spec = ui.canonical_item_spec_matcher(spec)
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for _, name in ipairs(ui.items_list) do
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if matches_spec(name) then
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ingredient_items[name] = true
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end
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end
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end
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for name, _ in pairs(ingredient_items) do
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if ui.crafts_for.usage[name] == nil then
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ui.crafts_for.usage[name] = {}
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end
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table.insert(ui.crafts_for.usage[name], recipe)
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end
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end
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end
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end)
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-- load_home
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local function load_home()
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local input = io.open(ui.home_filename, "r")
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if not input then
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ui.home_pos = {}
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return
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end
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while true do
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local x = input:read("*n")
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if not x then break end
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local y = input:read("*n")
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local z = input:read("*n")
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local name = input:read("*l")
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ui.home_pos[name:sub(2)] = {x = x, y = y, z = z}
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end
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io.close(input)
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end
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load_home()
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function ui.set_home(player, pos)
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local player_name = player:get_player_name()
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ui.home_pos[player_name] = vector.round(pos)
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-- save the home data from the table to the file
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local output = io.open(ui.home_filename, "w")
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for k, v in pairs(ui.home_pos) do
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output:write(v.x.." "..v.y.." "..v.z.." "..k.."\n")
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end
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io.close(output)
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end
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function ui.go_home(player)
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local pos = ui.home_pos[player:get_player_name()]
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if pos then
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player:set_pos(pos)
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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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-- register_craft
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function ui.register_craft(options)
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if not options.output then
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return
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end
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local itemstack = ItemStack(options.output)
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if itemstack:is_empty() then
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return
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end
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if options.type == "normal" and options.width == 0 then
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options = { type = "shapeless", items = options.items, output = options.output, width = 0 }
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end
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if not ui.crafts_for.recipe[itemstack:get_name()] then
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ui.crafts_for.recipe[itemstack:get_name()] = {}
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end
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table.insert(ui.crafts_for.recipe[itemstack:get_name()],options)
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end
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local craft_type_defaults = {
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width = 3,
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height = 3,
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uses_crafting_grid = false,
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}
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function ui.craft_type_defaults(name, options)
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if not options.description then
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options.description = name
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end
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setmetatable(options, {__index = craft_type_defaults})
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return options
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end
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function ui.register_craft_type(name, options)
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ui.registered_craft_types[name] =
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ui.craft_type_defaults(name, options)
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end
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ui.register_craft_type("normal", {
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description = F(S("Crafting")),
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icon = "ui_craftgrid_icon.png",
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width = 3,
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height = 3,
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get_shaped_craft_width = function (craft) return craft.width end,
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dynamic_display_size = function (craft)
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local w = craft.width
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local h = math.ceil(table.maxn(craft.items) / craft.width)
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local g = w < h and h or w
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return { width = g, height = g }
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end,
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uses_crafting_grid = true,
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})
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ui.register_craft_type("shapeless", {
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description = F(S("Mixing")),
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icon = "ui_craftgrid_icon.png",
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width = 3,
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height = 3,
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dynamic_display_size = function (craft)
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local maxn = table.maxn(craft.items)
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local g = 1
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while g*g < maxn do g = g + 1 end
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return { width = g, height = g }
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end,
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uses_crafting_grid = true,
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})
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ui.register_craft_type("cooking", {
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description = F(S("Cooking")),
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icon = "default_furnace_front.png",
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width = 1,
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height = 1,
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})
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ui.register_craft_type("digging", {
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description = F(S("Digging")),
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icon = "default_tool_steelpick.png",
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width = 1,
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height = 1,
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})
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ui.register_craft_type("digging_chance", {
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description = "Digging (by chance)",
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icon = "default_tool_steelpick.png^[transformFY.png",
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width = 1,
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height = 1,
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})
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function ui.register_page(name, def)
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ui.pages[name] = def
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end
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function ui.register_button(name, def)
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if not def.action then
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def.action = function(player)
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ui.set_inventory_formspec(player, name)
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end
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end
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def.name = name
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table.insert(ui.buttons, def)
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end
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function ui.is_creative(playername)
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return minetest.check_player_privs(playername, {creative=true})
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or minetest.settings:get_bool("creative_mode")
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end
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function ui.single_slot(xpos, ypos, bright)
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return string.format("background9[%f,%f;%f,%f;ui_single_slot%s.png;false;16]",
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xpos, ypos, ui.imgscale, ui.imgscale, (bright and "_bright" or "") )
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end
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function ui.make_trash_slot(xpos, ypos)
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return
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ui.single_slot(xpos, ypos)..
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"image["..xpos..","..ypos..";1.25,1.25;ui_trash_slot_icon.png^[opacity:95]"..
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"list[detached:trash;main;"..xpos..","..ypos..";1,1;]"
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end
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function ui.make_inv_img_grid(xpos, ypos, width, height, bright)
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local tiled = {}
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local n=1
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for y = 0, (height - 1) do
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for x = 0, (width -1) do
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tiled[n] = ui.single_slot(xpos + (ui.imgscale * x), ypos + (ui.imgscale * y), bright)
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n = n + 1
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end
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end
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return table.concat(tiled)
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end
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