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TheDarkProject/mods/HUD/mcl_inventory/init.lua

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local S = minetest.get_translator(minetest.get_current_modname())
local F = minetest.formspec_escape
mcl_inventory = {}
--local mod_player = minetest.get_modpath("mcl_player")
--local mod_craftguide = minetest.get_modpath("mcl_craftguide")
-- Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left
function return_item(itemstack, dropper, pos, inv)
if dropper:is_player() then
-- Return to main inventory
if inv:room_for_item("main", itemstack) then
inv:add_item("main", itemstack)
else
-- Drop item on the ground
local v = dropper:get_look_dir()
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
p.x = p.x+(math.random(1,3)*0.2)
p.z = p.z+(math.random(1,3)*0.2)
local obj = minetest.add_item(p, itemstack)
if obj then
v.x = v.x*4
v.y = v.y*4 + 2
v.z = v.z*4
obj:set_velocity(v)
obj:get_luaentity()._insta_collect = false
end
end
else
-- Fallback for unexpected cases
minetest.add_item(pos, itemstack)
end
return itemstack
end
-- Return items in the given inventory list (name) to the main inventory, or drop them if there is no space left
function return_fields(player, name)
local inv = player:get_inventory()
local list = inv:get_list(name)
if not list then return end
for i,stack in ipairs(list) do
return_item(stack, player, player:get_pos(), inv)
stack:clear()
inv:set_stack(name, i, stack)
end
end
local function set_inventory(player, armor_change_only)
if minetest.is_creative_enabled(player:get_player_name()) then
if armor_change_only then
-- Stay on survival inventory plage if only the armor has been changed
mcl_inventory.set_creative_formspec(player, 0, 0, nil, nil, "inv")
else
mcl_inventory.set_creative_formspec(player, 0, 1)
end
return
end
local inv = player:get_inventory()
inv:set_width("craft", 2)
inv:set_size("craft", 4)
local armor_slots = {"helmet", "chestplate", "leggings", "boots"}
local armor_slot_imgs = ""
for a=1,4 do
if inv:get_stack("armor", a+1):is_empty() then
armor_slot_imgs = armor_slot_imgs .. "image[0,"..(a-1)..";1,1;mcl_inventory_empty_armor_slot_"..armor_slots[a]..".png]"
end
end
if inv:get_stack("offhand", 1):is_empty() then
armor_slot_imgs = armor_slot_imgs .. "image[3,2;1,1;mcl_inventory_empty_armor_slot_shield.png]"
end
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local form = "size[9,8.75]" ..
"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]" ..
mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "") ..
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-- Armor
"list[current_player;armor;0,0;1,1;1]" ..
"list[current_player;armor;0,1;1,1;2]" ..
"list[current_player;armor;0,2;1,1;3]" ..
"list[current_player;armor;0,3;1,1;4]" ..
mcl_formspec.get_itemslot_bg(0,0,1,1) ..
mcl_formspec.get_itemslot_bg(0,1,1,1) ..
mcl_formspec.get_itemslot_bg(0,2,1,1) ..
mcl_formspec.get_itemslot_bg(0,3,1,1) ..
"list[current_player;offhand;3,2;1,1]" ..
mcl_formspec.get_itemslot_bg(3,2,1,1) ..
armor_slot_imgs ..
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-- Craft and inventory
"label[0,4;"..F(minetest.colorize("#313131", S("Inventory"))) .. "]" ..
"list[current_player;main;0,4.5;9,3;9]" ..
"list[current_player;main;0,7.74;9,1;]" ..
"label[4,0.5;"..F(minetest.colorize("#313131", S("Crafting"))) .. "]" ..
"list[current_player;craft;4,1;2,2]" ..
"list[current_player;craftpreview;7,1.5;1,1;]" ..
mcl_formspec.get_itemslot_bg(0, 4.5, 9, 3) ..
mcl_formspec.get_itemslot_bg(0, 7.74, 9, 1) ..
mcl_formspec.get_itemslot_bg(4, 1,2, 2) ..
mcl_formspec.get_itemslot_bg(7, 1.5, 1, 1) ..
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-- Crafting guide button
"image_button[4.5,3;1,1;craftguide_book.png;__mcl_craftguide;]" ..
"tooltip[__mcl_craftguide;"..F(S("Recipe book")) .. "]" ..
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-- Help button
"image_button[8,3;1,1;doc_button_icon_lores.png;__mcl_doc;]" ..
"tooltip[__mcl_doc;" .. F(S("Help")) .. "]"
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-- Skins button
if minetest.global_exists("mcl_skins") then
form = form ..
"image_button[3,3;1,1;mcl_skins_button.png;__mcl_skins;]" ..
"tooltip[__mcl_skins;" .. F(S("Select player skin")) .. "]"
end
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form = form ..
-- Achievements button
"image_button[7,3;1,1;mcl_achievements_button.png;__mcl_achievements;]" ..
"tooltip[__mcl_achievements;" .. F(S("Achievements")) .. "]" ..
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-- For shortcuts
"listring[current_player;main]" ..
"listring[current_player;armor]" ..
"listring[current_player;main]" ..
"listring[current_player;craft]" ..
"listring[current_player;main]"
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player:set_inventory_formspec(form)
end
-- Drop items in craft grid and reset inventory on closing
minetest.register_on_player_receive_fields(function(player, formname, fields)
if fields.quit then
return_fields(player,"craft")
return_fields(player,"enchanting_lapis")
return_fields(player,"enchanting_item")
if not minetest.is_creative_enabled(player:get_player_name()) and (formname == "" or formname == "main") then
set_inventory(player)
end
end
end)
if not minetest.is_creative_enabled("") then
function mcl_inventory.update_inventory_formspec(player)
set_inventory(player)
end
end
-- Drop crafting grid items on leaving
minetest.register_on_leaveplayer(function(player)
return_fields(player, "craft")
return_fields(player, "enchanting_lapis")
return_fields(player, "enchanting_item")
end)
minetest.register_on_joinplayer(function(player)
--init inventory
local inv = player:get_inventory()
inv:set_width("main", 9)
inv:set_size("main", 36)
inv:set_size("offhand", 1)
--set hotbar size
player:hud_set_hotbar_itemcount(9)
--add hotbar images
player:hud_set_hotbar_image("mcl_inventory_hotbar.png")
player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png")
local old_update_player = mcl_armor.update_player
function mcl_armor.update_player(player, info)
old_update_player(player, info)
set_inventory(player, true)
end
-- In Creative Mode, the initial inventory setup is handled in creative.lua
if not minetest.is_creative_enabled(player:get_player_name()) then
set_inventory(player)
end
--[[ Make sure the crafting grid is empty. Why? Because the player might have
items remaining in the crafting grid from the previous join; this is likely
when the server has been shutdown and the server didn't clean up the player
inventories. ]]
return_fields(player, "craft")
return_fields(player, "enchanting_item")
return_fields(player, "enchanting_lapis")
end)
dofile(minetest.get_modpath(minetest.get_current_modname()).."/creative.lua")
local mt_is_creative_enabled = minetest.is_creative_enabled
function minetest.is_creative_enabled(name)
if mt_is_creative_enabled(name) then return true end
if not name then return false end
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local p = minetest.get_player_by_name(name)
if p then
return p:get_meta():get_string("gamemode") == "creative"
end
return false
end
--Insta "digging" nodes in gamemode-creative
minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
if not puncher or not puncher:is_player() then return end
if minetest.is_creative_enabled() then return end
local name = puncher:get_player_name()
if not minetest.is_creative_enabled(name) then return end
if pointed_thing.type ~= "node" then return end
local def = minetest.registered_nodes[node.name]
if def then
if def.on_destruct then def.on_destruct(pos) end
minetest.remove_node(pos)
return true
end
end)
--Don't subtract from inv when placing in gamemode-creative
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
if placer and placer:is_player() and minetest.is_creative_enabled(placer:get_player_name()) then return true end
end)
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local function in_table(n,h)
for k,v in pairs(h) do
if v == n then return true end
end
return false
end
local gamemodes = {
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"survival",
"creative"
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}
function mcl_inventory.player_set_gamemode(p,g)
local m = p:get_meta()
m:set_string("gamemode",g)
if g == "survival" then
mcl_experience.setup_hud(p)
mcl_experience.update(p)
elseif g == "creative" then
mcl_experience.remove_hud(p)
end
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set_inventory(p)
end
minetest.register_chatcommand("gamemode",{
params = S("[<gamemode>] [<player>]"),
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description = S("Change gamemode (survival/creative) for yourself or player"),
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privs = { server = true },
func = function(n,param)
-- Full input validation ( just for @erlehmann <3 )
local p = minetest.get_player_by_name(n)
local args = param:split(" ")
if args[2] ~= nil then
p = minetest.get_player_by_name(args[2])
end
if not p then
return false, S("Player not online")
end
if args[1] ~= nil and not in_table(args[1],gamemodes) then
return false, S("Gamemode " .. args[1] .. " does not exist.")
elseif args[1] ~= nil then
mcl_inventory.player_set_gamemode(p,args[1])
end
--Result message - show effective game mode
local gm = p:get_meta():get_string("gamemode")
if gm == "" then gm = gamemodes[1] end
return true, S("Gamemode for player ")..n..S(": "..gm)
end
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})