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. ---@param itemstack ItemStack ---@param dropper ObjectRef ---@param pos Vector ---@param inv InvRef local 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 = vector.offset(pos, 0, 1.2, 0) 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. ---@param player ObjectRef ---@param name string local function return_fields(player, name) local inv = player:get_inventory() ---@diagnostic disable need-check-nil 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 ---@diagnostic enable need-check-nil end ---@param player ObjectRef local function set_inventory(player) if minetest.is_creative_enabled(player:get_player_name()) then mcl_inventory.set_creative_formspec(player) return end local inv = player:get_inventory() ---@diagnostic disable need-check-nil 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[0.375," .. (0.375 + (a - 1) * 1.25) .. ";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[5.375,4.125;1,1;mcl_inventory_empty_armor_slot_shield.png]" end ---@diagnostic enable need-check-nil local form = table.concat({ "formspec_version[6]", "size[11.75,10.9]", --Armor slots mcl_formspec.get_itemslot_bg_v4(0.375, 0.375, 1, 4), "list[current_player;armor;0.375,0.375;1,1;1]", "list[current_player;armor;0.375,1.625;1,1;2]", "list[current_player;armor;0.375,2.875;1,1;3]", "list[current_player;armor;0.375,4.125;1,1;4]", --Main inventory mcl_formspec.get_itemslot_bg_v4(0.375, 5.575, 9, 3), "list[current_player;main;0.375,5.575;9,3;9]", --Hotbar mcl_formspec.get_itemslot_bg_v4(0.375, 9.525, 9, 1), "list[current_player;main;0.375,9.525;9,1;]", --Player model "image[1.57,0.343;3.62,4.85;mcl_inventory_background9.png;2]", mcl_player.get_player_formspec_model(player, 1.57, 0.4, 3.62, 4.85, ""), --Offhand mcl_formspec.get_itemslot_bg_v4(5.375, 4.125, 1, 1), "list[current_player;offhand;5.375,4.125;1,1]", armor_slot_imgs, --Craft grid "label[6.61,0.5;" .. F(minetest.colorize(mcl_formspec.label_color, S("Crafting"))) .. "]", mcl_formspec.get_itemslot_bg_v4(6.625, 0.875, 2, 2), "list[current_player;craft;6.625,0.875;2,2]", "image[9.125,1.5;1,1;crafting_formspec_arrow.png]", mcl_formspec.get_itemslot_bg_v4(10.375, 1.5, 1, 1), "list[current_player;craftpreview;10.375,1.5;1,1;]", --Crafting guide button "image_button[6.575,4.075;1.1,1.1;craftguide_book.png;__mcl_craftguide;]", "tooltip[__mcl_craftguide;" .. F(S("Recipe book")) .. "]", --Help button "image_button[7.825,4.075;1.1,1.1;doc_button_icon_lores.png;__mcl_doc;]", "tooltip[__mcl_doc;" .. F(S("Help")) .. "]", --Skins button "image_button[9.075,4.075;1.1,1.1;mcl_skins_button.png;__mcl_skins;]", "tooltip[__mcl_skins;" .. F(S("Select player skin")) .. "]", --Advancements button "image_button[10.325,4.075;1.1,1.1;mcl_achievements_button.png;__mcl_achievements;]", "tooltip[__mcl_achievements;" .. F(S("Advancements")) .. "]", --Listring "listring[current_player;main]", "listring[current_player;armor]", "listring[current_player;main]", "listring[current_player;craft]", "listring[current_player;main]", }) 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) mcl_inventory.update_inventory_formspec = set_inventory -- 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() ---get_inventory can return nil if object isn't a player, but we are sure this is one :) ---@diagnostic disable need-check-nil inv:set_width("main", 9) inv:set_size("main", 36) inv:set_size("offhand", 1) ---@diagnostic enable need-check-nil --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") -- 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 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 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 minetest.node_dig(pos, node, puncher) 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) 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 = { "survival", "creative" } 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 mcl_meshhand.update_player(p) set_inventory(p) end minetest.register_chatcommand("gamemode", { params = S("[] []"), description = S("Change gamemode (survival/creative) for yourself or player"), privs = { server = true }, func = function(n, param) -- Full input validation ( just for @erlehmann <3 ) local p local args = param:split(" ") if args[2] ~= nil then p = minetest.get_player_by_name(args[2]) n = args[2] else p = minetest.get_player_by_name(n) 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 }) local S = minetest.get_translator(minetest.get_current_modname()) local F = minetest.formspec_escape ---get_inventory can return nil if object isn't a player, but we are sure sometimes this is one :) ---@diagnostic disable need-check-nil mcl_inventory = {} dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua") dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/survival.lua") --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. ---@param itemstack ItemStack ---@param dropper ObjectRef ---@param pos Vector ---@param inv InvRef local 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 = vector.offset(pos, 0, 1.2, 0) 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. ---@param player ObjectRef ---@param name string local 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 ---@param player ObjectRef ---@param armor_change_only? boolean 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 player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player)) 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) ---@param player ObjectRef function mcl_inventory.update_inventory(player) local player_gamemode = mcl_gamemode.get_gamemode(player) if player_gamemode == "creative" 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 elseif player_gamemode == "survival" then player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player)) end end mcl_gamemode.register_on_gamemode_change(function(player, old_gamemode, new_gamemode) set_inventory(player) end)