forked from VoxeLibre/VoxeLibre
Modern Survival Inventory (9 slice images, formspec v6)
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4ee6a67516
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@ -15,20 +15,31 @@ function mcl_formspec.get_itemslot_bg(x, y, w, h)
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local out = ""
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for i = 0, w - 1, 1 do
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for j = 0, h - 1, 1 do
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out = out .."image["..x+i..","..y+j..";1,1;mcl_formspec_itemslot.png]"
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out = out .. "image[" .. x + i .. "," .. y + j .. ";1,1;mcl_formspec_itemslot.png]"
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end
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end
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return out
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end
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--This function will replace mcl_formspec.get_itemslot_bg then every formspec will be upgrade to version 4
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---This function will replace mcl_formspec.get_itemslot_bg then every formspec will be upgrade to version 4
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---@param x number
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---@param y number
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---@param size number
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---@return string
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local function get_slot(x, y, size)
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local t = "image["..x-size..","..y-size..";".. 1+(size*2)..",".. 1+(size*2)..";mcl_formspec_itemslot.png]"
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local t = "image[" .. x - size .. "," .. y - size .. ";" .. 1 + (size * 2) ..
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"," .. 1 + (size * 2) .. ";mcl_formspec_itemslot.png]"
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return t
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end
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mcl_formspec.itemslot_border_size = 0.05
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---@param x number
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---@param y number
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---@param w integer
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---@param h integer
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---@param size? number
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---@return string
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function mcl_formspec.get_itemslot_bg_v4(x, y, w, h, size)
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if not size then
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size = mcl_formspec.itemslot_border_size
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@ -36,8 +47,8 @@ function mcl_formspec.get_itemslot_bg_v4(x, y, w, h, size)
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local out = ""
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for i = 0, w - 1, 1 do
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for j = 0, h - 1, 1 do
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out = out .. get_slot(x+i+(i*0.25), y+j+(j*0.25), size)
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out = out .. get_slot(x + i + (i * 0.25), y + j + (j * 0.25), size)
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end
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end
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return out
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end
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end
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@ -6,8 +6,12 @@ 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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function return_item(itemstack, dropper, pos, inv)
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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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@ -15,7 +19,7 @@ function return_item(itemstack, dropper, pos, inv)
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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 = { x = pos.x, y = pos.y + 1.2, z = pos.z }
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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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@ -34,9 +38,14 @@ function return_item(itemstack, dropper, pos, inv)
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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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function return_fields(player, name)
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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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@ -44,85 +53,102 @@ function return_fields(player, name)
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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," .. (a - 1) .. ";1,1;mcl_inventory_empty_armor_slot_" .. armor_slots[a] .. ".png]"
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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[3,2;1,1;mcl_inventory_empty_armor_slot_shield.png]"
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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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local form = "size[9,8.75]" ..
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"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]" ..
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mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "") ..
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---@diagnostic enable need-check-nil
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-- Armor
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"list[current_player;armor;0,0;1,1;1]" ..
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"list[current_player;armor;0,1;1,1;2]" ..
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"list[current_player;armor;0,2;1,1;3]" ..
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"list[current_player;armor;0,3;1,1;4]" ..
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mcl_formspec.get_itemslot_bg(0, 0, 1, 1) ..
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mcl_formspec.get_itemslot_bg(0, 1, 1, 1) ..
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mcl_formspec.get_itemslot_bg(0, 2, 1, 1) ..
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mcl_formspec.get_itemslot_bg(0, 3, 1, 1) ..
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"list[current_player;offhand;3,2;1,1]" ..
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mcl_formspec.get_itemslot_bg(3, 2, 1, 1) ..
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armor_slot_imgs ..
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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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-- Craft and inventory
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"label[0,4;" .. F(minetest.colorize("#313131", S("Inventory"))) .. "]" ..
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"list[current_player;main;0,4.5;9,3;9]" ..
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"list[current_player;main;0,7.74;9,1;]" ..
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"label[4,0.5;" .. F(minetest.colorize("#313131", S("Crafting"))) .. "]" ..
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"list[current_player;craft;4,1;2,2]" ..
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"list[current_player;craftpreview;7,1.5;1,1;]" ..
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mcl_formspec.get_itemslot_bg(0, 4.5, 9, 3) ..
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mcl_formspec.get_itemslot_bg(0, 7.74, 9, 1) ..
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mcl_formspec.get_itemslot_bg(4, 1, 2, 2) ..
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mcl_formspec.get_itemslot_bg(7, 1.5, 1, 1) ..
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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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-- Crafting guide button
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"image_button[4.5,3;1,1;craftguide_book.png;__mcl_craftguide;]" ..
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"tooltip[__mcl_craftguide;" .. F(S("Recipe book")) .. "]" ..
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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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-- Help button
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"image_button[8,3;1,1;doc_button_icon_lores.png;__mcl_doc;]" ..
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"tooltip[__mcl_doc;" .. F(S("Help")) .. "]"
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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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-- Skins button
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if minetest.global_exists("mcl_skins") then
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form = form ..
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"image_button[3,3;1,1;mcl_skins_button.png;__mcl_skins;]" ..
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"tooltip[__mcl_skins;" .. F(S("Select player skin")) .. "]"
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end
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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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form = form ..
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-- Achievements button
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"image_button[7,3;1,1;mcl_achievements_button.png;__mcl_achievements;]" ..
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"tooltip[__mcl_achievements;" .. F(S("Advancements")) .. "]" ..
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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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-- For shortcuts
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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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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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@ -151,9 +177,13 @@ 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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@ -175,9 +205,8 @@ minetest.register_on_joinplayer(function(player)
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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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mcl_player.register_on_visual_change(mcl_inventory.update_inventory_formspec)
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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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@ -11,15 +11,16 @@ local animation_blend = 0
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local function get_mouse_button(player)
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local controls = player:get_player_control()
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local get_wielded_item_name = player:get_wielded_item():get_name()
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if controls.RMB and not string.find(get_wielded_item_name, "mcl_bows:bow") and not string.find(get_wielded_item_name, "mcl_bows:crossbow") and
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not mcl_shields.wielding_shield(player, 1) and not mcl_shields.wielding_shield(player, 2) or controls.LMB then
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if controls.RMB and not string.find(get_wielded_item_name, "mcl_bows:bow") and
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not string.find(get_wielded_item_name, "mcl_bows:crossbow") and
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not mcl_shields.wielding_shield(player, 1) and not mcl_shields.wielding_shield(player, 2) or controls.LMB then
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return true
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else
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return false
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end
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end
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mcl_player.registered_player_models = { }
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mcl_player.registered_player_models = {}
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-- Local for speed.
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local models = mcl_player.registered_player_models
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@ -49,7 +50,7 @@ function mcl_player.player_get_animation(player)
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model = player_model[name],
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textures = textures,
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animation = player_anim[name],
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visibility = player_visibility[name]
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visibility = player_visible[name]
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}
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end
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@ -94,7 +95,7 @@ function mcl_player.player_set_model(player, model_name)
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player:set_properties({
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mesh = model_name,
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visual = "mesh",
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visual_size = model.visual_size or {x=1, y=1},
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visual_size = model.visual_size or { x = 1, y = 1 },
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damage_texture_modifier = "^[colorize:red:130",
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})
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update_player_textures(player)
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@ -133,6 +134,14 @@ function mcl_player.player_set_armor(player, texture)
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update_player_textures(player)
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end
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---comment
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---@param player ObjectRef
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---@param x number
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---@param y number
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---@param w number
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---@param h number
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---@param fsname string
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---@return string
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function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
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local name = player:get_player_name()
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local model = player_model[name]
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local name = player:get_player_name()
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mcl_player.player_attached[name] = false
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player_visible[name] = true
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player_textures[name] = {"character.png", "blank.png", "blank.png"}
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player_textures[name] = { "character.png", "blank.png", "blank.png" }
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--player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>>
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end)
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@ -221,11 +231,13 @@ minetest.register_globalstep(function(dtime)
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elseif mcl_playerplus.elytra[player] and mcl_playerplus.elytra[player].active then
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player_set_animation(player, "stand")
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elseif walking and velocity.x > 0.35
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or walking and velocity.x < -0.35
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or walking and velocity.z > 0.35
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or walking and velocity.z < -0.35 then
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or walking and velocity.x < -0.35
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or walking and velocity.z > 0.35
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or walking and velocity.z < -0.35 then
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local wielded_itemname = player:get_wielded_item():get_name()
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local no_arm_moving = string.find(wielded_itemname, "mcl_bows:bow") or mcl_shields.wielding_shield(player, 1) or mcl_shields.wielding_shield(player, 2)
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local no_arm_moving = string.find(wielded_itemname, "mcl_bows:bow") or
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mcl_shields.wielding_shield(player, 1) or
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mcl_shields.wielding_shield(player, 2)
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if player_sneak[name] ~= controls.sneak then
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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@ -234,7 +246,8 @@ minetest.register_globalstep(function(dtime)
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk", animation_speed_mod)
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elseif no_arm_moving and controls.RMB and controls.sneak or string.find(wielded_itemname, "mcl_bows:crossbow_") and controls.sneak then
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elseif no_arm_moving and controls.RMB and controls.sneak or
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string.find(wielded_itemname, "mcl_bows:crossbow_") and controls.sneak then
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player_set_animation(player, "bow_sneak", animation_speed_mod)
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elseif no_arm_moving and controls.RMB or string.find(wielded_itemname, "mcl_bows:crossbow_") then
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player_set_animation(player, "bow_walk", animation_speed_mod)
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