forked from VoxeLibre/VoxeLibre
450 lines
14 KiB
Lua
450 lines
14 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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local F = minetest.formspec_escape
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mcl_inventory = {}
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--local mod_player = minetest.get_modpath("mcl_player")
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--local mod_craftguide = minetest.get_modpath("mcl_craftguide")
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---Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left.
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---@param itemstack ItemStack
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---@param dropper ObjectRef
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---@param pos Vector
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---@param inv InvRef
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local function return_item(itemstack, dropper, pos, inv)
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if dropper:is_player() then
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-- Return to main inventory
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if inv:room_for_item("main", itemstack) then
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inv:add_item("main", itemstack)
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else
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-- Drop item on the ground
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local v = dropper:get_look_dir()
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local p = vector.offset(pos, 0, 1.2, 0)
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p.x = p.x + (math.random(1, 3) * 0.2)
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p.z = p.z + (math.random(1, 3) * 0.2)
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local obj = minetest.add_item(p, itemstack)
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if obj then
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v.x = v.x * 4
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v.y = v.y * 4 + 2
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v.z = v.z * 4
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obj:set_velocity(v)
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obj:get_luaentity()._insta_collect = false
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end
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end
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else
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-- Fallback for unexpected cases
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minetest.add_item(pos, itemstack)
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end
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return itemstack
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end
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---Return items in the given inventory list (name) to the main inventory, or drop them if there is no space left.
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---@param player ObjectRef
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---@param name string
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local function return_fields(player, name)
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local inv = player:get_inventory()
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---@diagnostic disable need-check-nil
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local list = inv:get_list(name)
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if not list then return end
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for i, stack in ipairs(list) do
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return_item(stack, player, player:get_pos(), inv)
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stack:clear()
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inv:set_stack(name, i, stack)
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end
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---@diagnostic enable need-check-nil
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end
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---@param player ObjectRef
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local function set_inventory(player)
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if minetest.is_creative_enabled(player:get_player_name()) then
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mcl_inventory.set_creative_formspec(player)
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return
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end
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local inv = player:get_inventory()
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---@diagnostic disable need-check-nil
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inv:set_width("craft", 2)
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inv:set_size("craft", 4)
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local armor_slots = { "helmet", "chestplate", "leggings", "boots" }
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local armor_slot_imgs = ""
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for a = 1, 4 do
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if inv:get_stack("armor", a + 1):is_empty() then
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armor_slot_imgs = armor_slot_imgs ..
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"image[0.375," ..
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(0.375 + (a - 1) * 1.25) .. ";1,1;mcl_inventory_empty_armor_slot_" .. armor_slots[a] .. ".png]"
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end
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end
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if inv:get_stack("offhand", 1):is_empty() then
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armor_slot_imgs = armor_slot_imgs .. "image[5.375,4.125;1,1;mcl_inventory_empty_armor_slot_shield.png]"
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end
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---@diagnostic enable need-check-nil
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local form = table.concat({
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"formspec_version[6]",
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"size[11.75,10.9]",
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--Armor slots
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mcl_formspec.get_itemslot_bg_v4(0.375, 0.375, 1, 4),
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"list[current_player;armor;0.375,0.375;1,1;1]",
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"list[current_player;armor;0.375,1.625;1,1;2]",
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"list[current_player;armor;0.375,2.875;1,1;3]",
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"list[current_player;armor;0.375,4.125;1,1;4]",
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--Main inventory
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mcl_formspec.get_itemslot_bg_v4(0.375, 5.575, 9, 3),
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"list[current_player;main;0.375,5.575;9,3;9]",
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--Hotbar
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mcl_formspec.get_itemslot_bg_v4(0.375, 9.525, 9, 1),
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"list[current_player;main;0.375,9.525;9,1;]",
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--Player model
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"image[1.57,0.343;3.62,4.85;mcl_inventory_background9.png;2]",
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mcl_player.get_player_formspec_model(player, 1.57, 0.4, 3.62, 4.85, ""),
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--Offhand
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mcl_formspec.get_itemslot_bg_v4(5.375, 4.125, 1, 1),
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"list[current_player;offhand;5.375,4.125;1,1]",
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armor_slot_imgs,
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--Craft grid
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"label[6.61,0.5;" .. F(minetest.colorize(mcl_formspec.label_color, S("Crafting"))) .. "]",
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mcl_formspec.get_itemslot_bg_v4(6.625, 0.875, 2, 2),
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"list[current_player;craft;6.625,0.875;2,2]",
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"image[9.125,1.5;1,1;crafting_formspec_arrow.png]",
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mcl_formspec.get_itemslot_bg_v4(10.375, 1.5, 1, 1),
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"list[current_player;craftpreview;10.375,1.5;1,1;]",
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--Crafting guide button
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"image_button[6.575,4.075;1.1,1.1;craftguide_book.png;__mcl_craftguide;]",
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"tooltip[__mcl_craftguide;" .. F(S("Recipe book")) .. "]",
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--Help button
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"image_button[7.825,4.075;1.1,1.1;doc_button_icon_lores.png;__mcl_doc;]",
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"tooltip[__mcl_doc;" .. F(S("Help")) .. "]",
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--Skins button
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"image_button[9.075,4.075;1.1,1.1;mcl_skins_button.png;__mcl_skins;]",
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"tooltip[__mcl_skins;" .. F(S("Select player skin")) .. "]",
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--Advancements button
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"image_button[10.325,4.075;1.1,1.1;mcl_achievements_button.png;__mcl_achievements;]",
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"tooltip[__mcl_achievements;" .. F(S("Advancements")) .. "]",
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--Listring
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"listring[current_player;main]",
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"listring[current_player;armor]",
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"listring[current_player;main]",
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"listring[current_player;craft]",
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"listring[current_player;main]",
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})
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player:set_inventory_formspec(form)
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end
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-- Drop items in craft grid and reset inventory on closing
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if fields.quit then
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return_fields(player, "craft")
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return_fields(player, "enchanting_lapis")
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return_fields(player, "enchanting_item")
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if not minetest.is_creative_enabled(player:get_player_name()) and (formname == "" or formname == "main") then
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set_inventory(player)
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end
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end
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end)
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mcl_inventory.update_inventory_formspec = set_inventory
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-- Drop crafting grid items on leaving
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minetest.register_on_leaveplayer(function(player)
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return_fields(player, "craft")
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return_fields(player, "enchanting_lapis")
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return_fields(player, "enchanting_item")
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end)
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minetest.register_on_joinplayer(function(player)
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--init inventory
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local inv = player:get_inventory()
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---get_inventory can return nil if object isn't a player, but we are sure this is one :)
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---@diagnostic disable need-check-nil
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inv:set_width("main", 9)
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inv:set_size("main", 36)
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inv:set_size("offhand", 1)
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---@diagnostic enable need-check-nil
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--set hotbar size
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player:hud_set_hotbar_itemcount(9)
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--add hotbar images
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player:hud_set_hotbar_image("mcl_inventory_hotbar.png")
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player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png")
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-- In Creative Mode, the initial inventory setup is handled in creative.lua
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if not minetest.is_creative_enabled(player:get_player_name()) then
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set_inventory(player)
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end
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--[[ Make sure the crafting grid is empty. Why? Because the player might have
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items remaining in the crafting grid from the previous join; this is likely
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when the server has been shutdown and the server didn't clean up the player
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inventories. ]]
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return_fields(player, "craft")
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return_fields(player, "enchanting_item")
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return_fields(player, "enchanting_lapis")
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end)
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua")
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local mt_is_creative_enabled = minetest.is_creative_enabled
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function minetest.is_creative_enabled(name)
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if mt_is_creative_enabled(name) then return true end
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if not name then return false end
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local p = minetest.get_player_by_name(name)
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if p then
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return p:get_meta():get_string("gamemode") == "creative"
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end
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return false
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end
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--Insta "digging" nodes in gamemode-creative
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minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
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if not puncher or not puncher:is_player() then return end
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local name = puncher:get_player_name()
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if not minetest.is_creative_enabled(name) then return end
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if pointed_thing.type ~= "node" then return end
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local def = minetest.registered_nodes[node.name]
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if def then
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minetest.node_dig(pos, node, puncher)
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return true
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end
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end)
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--Don't subtract from inv when placing in gamemode-creative
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minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
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if placer and placer:is_player() and minetest.is_creative_enabled(placer:get_player_name()) then return true end
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end)
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local function in_table(n, h)
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for k, v in pairs(h) do
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if v == n then return true end
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end
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return false
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end
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local gamemodes = {
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"survival",
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"creative"
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}
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function mcl_inventory.player_set_gamemode(p, g)
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local m = p:get_meta()
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m:set_string("gamemode", g)
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if g == "survival" then
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mcl_experience.setup_hud(p)
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mcl_experience.update(p)
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elseif g == "creative" then
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mcl_experience.remove_hud(p)
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end
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mcl_meshhand.update_player(p)
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set_inventory(p)
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end
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minetest.register_chatcommand("gamemode", {
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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 },
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func = function(n, param)
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-- Full input validation ( just for @erlehmann <3 )
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local p
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local args = param:split(" ")
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if args[2] ~= nil then
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p = minetest.get_player_by_name(args[2])
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n = args[2]
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else
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p = minetest.get_player_by_name(n)
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end
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if not p then
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return false, S("Player not online")
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end
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if args[1] ~= nil and not in_table(args[1], gamemodes) then
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return false, S("Gamemode " .. args[1] .. " does not exist.")
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elseif args[1] ~= nil then
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mcl_inventory.player_set_gamemode(p, args[1])
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end
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--Result message - show effective game mode
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local gm = p:get_meta():get_string("gamemode")
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if gm == "" then gm = gamemodes[1] end
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return true, S("Gamemode for player ") .. n .. S(": " .. gm)
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end
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})
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local S = minetest.get_translator(minetest.get_current_modname())
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local F = minetest.formspec_escape
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---get_inventory can return nil if object isn't a player, but we are sure sometimes this is one :)
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---@diagnostic disable need-check-nil
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mcl_inventory = {}
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua")
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/survival.lua")
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--local mod_player = minetest.get_modpath("mcl_player")
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--local mod_craftguide = minetest.get_modpath("mcl_craftguide")
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---Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left.
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---@param itemstack ItemStack
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---@param dropper ObjectRef
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---@param pos Vector
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---@param inv InvRef
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local function return_item(itemstack, dropper, pos, inv)
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if dropper:is_player() then
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-- Return to main inventory
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if inv:room_for_item("main", itemstack) then
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inv:add_item("main", itemstack)
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else
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-- Drop item on the ground
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local v = dropper:get_look_dir()
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local p = vector.offset(pos, 0, 1.2, 0)
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p.x = p.x + (math.random(1, 3) * 0.2)
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p.z = p.z + (math.random(1, 3) * 0.2)
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local obj = minetest.add_item(p, itemstack)
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if obj then
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v.x = v.x * 4
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v.y = v.y * 4 + 2
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v.z = v.z * 4
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obj:set_velocity(v)
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obj:get_luaentity()._insta_collect = false
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end
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end
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else
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-- Fallback for unexpected cases
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minetest.add_item(pos, itemstack)
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end
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return itemstack
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end
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---Return items in the given inventory list (name) to the main inventory, or drop them if there is no space left.
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---@param player ObjectRef
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---@param name string
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local function return_fields(player, name)
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local inv = player:get_inventory()
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local list = inv:get_list(name)
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if not list then return end
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for i, stack in ipairs(list) do
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return_item(stack, player, player:get_pos(), inv)
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stack:clear()
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inv:set_stack(name, i, stack)
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end
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end
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---@param player ObjectRef
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---@param armor_change_only? boolean
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local function set_inventory(player, armor_change_only)
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if minetest.is_creative_enabled(player:get_player_name()) then
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if armor_change_only then
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-- Stay on survival inventory plage if only the armor has been changed
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mcl_inventory.set_creative_formspec(player, 0, 0, nil, nil, "inv")
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else
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mcl_inventory.set_creative_formspec(player, 0, 1)
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end
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return
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end
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player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player))
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end
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-- Drop items in craft grid and reset inventory on closing
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if fields.quit then
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return_fields(player, "craft")
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return_fields(player, "enchanting_lapis")
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return_fields(player, "enchanting_item")
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if not minetest.is_creative_enabled(player:get_player_name()) and (formname == "" or formname == "main") then
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set_inventory(player)
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end
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end
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end)
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if not minetest.is_creative_enabled("") then
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function mcl_inventory.update_inventory_formspec(player)
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set_inventory(player)
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end
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end
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-- Drop crafting grid items on leaving
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minetest.register_on_leaveplayer(function(player)
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return_fields(player, "craft")
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return_fields(player, "enchanting_lapis")
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return_fields(player, "enchanting_item")
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end)
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minetest.register_on_joinplayer(function(player)
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--init inventory
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local inv = player:get_inventory()
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inv:set_width("main", 9)
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inv:set_size("main", 36)
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inv:set_size("offhand", 1)
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--set hotbar size
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player:hud_set_hotbar_itemcount(9)
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--add hotbar images
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player:hud_set_hotbar_image("mcl_inventory_hotbar.png")
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player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png")
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local old_update_player = mcl_armor.update_player
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function mcl_armor.update_player(player, info)
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old_update_player(player, info)
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set_inventory(player, true)
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end
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-- In Creative Mode, the initial inventory setup is handled in creative.lua
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if not minetest.is_creative_enabled(player:get_player_name()) then
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set_inventory(player)
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end
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--[[ Make sure the crafting grid is empty. Why? Because the player might have
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items remaining in the crafting grid from the previous join; this is likely
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when the server has been shutdown and the server didn't clean up the player
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inventories. ]]
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return_fields(player, "craft")
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return_fields(player, "enchanting_item")
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return_fields(player, "enchanting_lapis")
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end)
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---@param player ObjectRef
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---@param armor_change_only? boolean
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function mcl_inventory.update_inventory(player, armor_change_only)
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local player_gamemode = mcl_gamemode.get_gamemode(player)
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if player_gamemode == "creative" then
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if armor_change_only then
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-- Stay on survival inventory page if only the armor has been changed
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mcl_inventory.set_creative_formspec(player, 0, 0, nil, nil, "inv")
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else
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mcl_inventory.set_creative_formspec(player, 0, 1)
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end
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elseif player_gamemode == "survival" then
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player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player))
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end
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end
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mcl_gamemode.register_on_gamemode_change(function(player, old_gamemode, new_gamemode)
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set_inventory(player)
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end)
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