Inventories: Improve grammar/readability

master
Ezhh 2017-09-19 23:59:04 +01:00 committed by rubenwardy
parent d1594f25cb
commit aa82729356
1 changed files with 69 additions and 61 deletions

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@ -11,38 +11,40 @@ is a player inventory, a node inventory, or a detached inventory.
This chapter assumes that you already know how to create and manipulate
[ItemStacks](itemstacks.html).
* Basic Concepts.
* Types of Inventories.
* Player Inventories.
* Node Inventories.
* Detached Inventories.
* InvRef and Lists.
* Type of inventory.
* List sizes.
* List is empty.
* Lua Tables.
* Lua Tables for Lists.
* InvRef, Items and Stacks.
* Adding to a list.
* Checking for room.
* Taking items.
* Contains.
* Manipulating Stacks.
* [Basic Concepts](#basic-concepts)
* [Types of Inventories](#types-of-inventories)
* [Player Inventories](#player-inventories)
* [Node Inventories](#node-inventories)
* [Detached Inventories](#detached-inventories)
* [InvRef and Lists](#invref-and-lists)
* [Inventory Location](#inventory-location)
* [List Sizes](#list-sizes)6
* [Empty Lists](#empty-lists)
* [Lua Tables](#lua-tables)
* [Lua Tables for Lists](#lua-tables-for-lists)
* [InvRef, Items and Stacks](#invref-items-and-stacks)
* [Adding to a List](#adding-to-a-list)
* [Checking for Room](#checking-for-room)
* [Taking Items](#taking-items)
* [Checking Inventory Contents](#checking-inventory-contents)
* [Manipulating Stacks](#manipulating-stacks)
## Basic Concepts
Components of an inventory:
* An **Inventory** is a collection of **Inventory List**s (also called a **list** when in the context of inventories).
* An **Inventory List** is an array of **slot**s. (By array, I mean a table indexed by numbers).
* A **slot** is a place a stack can be - there may be a stack there or there may not.
* An **inventory** is a collection of **inventory list**s, which are simply called **list**s in the context of inventories.
* An **inventory list** is an array of **slot**s. (An array is a table indexed by numbers).
* A **slot** contains a stack which may or may not be empty.
* An **InvRef** is an object that represents an inventory, and has functions to manipulate it.
There are three ways you can get inventories:
## Types of Inventories
* **Player Inventories** - an inventory attached to a player.
* **Node Inventories** - an inventory attached to a node.
* **Detached Inventories** - an inventory which is not attached to a node or player.
There are three types of inventory:
* **Player Inventories**: An inventory attached to a player.
* **Node Inventories**: An inventory attached to a node.
* **Detached Inventories**: An inventory which is not attached to a node or player.
<figure>
<img src="{{ page.root }}/static/inventories_lists.png" alt="The player inventory formspec, with annotated list names.">
@ -58,15 +60,12 @@ There are three ways you can get inventories:
</figcaption>
</figure>
## Types of Inventories
There are three types of Inventories.
### Player Inventories.
This is what you see when you press i.
A player inventory usually has two grids, one for the main inventory, one for crafting.
A player inventory usually has two grids, one for the main inventory and one for crafting.
Press i in game to see your player inventory.
Use a player's name to get their inventory:
{% highlight lua %}
local inv = minetest.get_inventory({type="player", name="celeron55"})
@ -74,8 +73,10 @@ local inv = minetest.get_inventory({type="player", name="celeron55"})
### Node Inventories.
An inventory related to a position, such as a chest.
The node must be loaded, as it's stored in [Node Metadata](node_metadata.html).
A node inventory is related to the position of a specific node, such as a chest.
The node must be loaded, because it is stored in [node metadata](node_metadata.html).
Use its position to get a node inventory:
{% highlight lua %}
local inv = minetest.get_inventory({type="node", pos={x=, y=, z=}})
@ -84,40 +85,40 @@ local inv = minetest.get_inventory({type="node", pos={x=, y=, z=}})
### Detached Inventories
A detached inventory is independent of players and nodes.
One example of a detached inventory is the creative inventory is detached,
as all players see the same inventory.
You may also use this if you want multiple chests to share the same inventory.
One example of a detached inventory is the creative inventory. It is detached from
any specific player because all players see the same creative inventory.
A detached inventory would also allow multiple chests to share the same inventory.
This is how you get a detached inventory:
Use the inventory name to get a detached inventory:
{% highlight lua %}
local inv = minetest.get_inventory({type="detached", name="inventory_name"})
{% endhighlight %}
And this is how you can create one:
You can create your own detached inventories:
{% highlight lua %}
minetest.create_detached_inventory("inventory_name", callbacks)
{% endhighlight %}
Creates a detached inventory. If it already exists, it is cleared.
You can supply a [table of callbacks](../lua_api.html#detached-inventory-callbacks).
This creates a detached inventory or, if the inventory already exists, it is cleared.
You can also supply a [table of callbacks](../lua_api.html#detached-inventory-callbacks).
## InvRef and Lists
### Type of Inventory
### Inventory Location
You can check where the inventory is from by doing:
You can check where an inventory is located:
{% highlight lua %}
local location = inv:get_location()
{% endhighlight %}
It will return a table like the one passed to `minetest.get_inventory()`.
This will return a table like the one passed to `minetest.get_inventory()`.
If the location is unknown, `{type="undefined"}` is returned.
### List sizes
### List Sizes
Inventory lists have a size, for example `main` has size of 32 slots by default.
They also have a width, which is used to divide them into a grid.
@ -136,7 +137,9 @@ end
determined by the formspec element, not by the inventory. By that I mean
a list doesn't have a width or height, only the maximum number of stacks/slots.-->
### List is empty
### Empty Lists
You can use `list_is_empty` to check if a list is empty:
{% highlight lua %}
if inv:is_empty("main") then
@ -146,13 +149,13 @@ end
### Lua Tables
You can convert an inventory to a Lua table using:
You can convert an inventory to a Lua table:
{% highlight lua %}
local lists = inv:get_lists()
{% endhighlight %}
It will be in this form:
The table will be in this form:
{% highlight lua %}
{
@ -173,7 +176,7 @@ It will be in this form:
}
{% endhighlight %}
You can then set an inventory like this:
You can then set the inventory:
{% highlight lua %}
inv:set_lists(lists)
@ -183,7 +186,7 @@ Please note that the sizes of lists will not change.
### Lua Tables for Lists
You can do the same as above, but for individual lists
You can do the above for individual lists:
{% highlight lua %}
local list = inv:get_list("list_one")
@ -201,7 +204,7 @@ It will be in this form:
}
{% endhighlight %}
You can then set the list like this:
You can then set the list:
{% highlight lua %}
inv:set_list("list_one", list)
@ -209,9 +212,11 @@ inv:set_list("list_one", list)
Please note that the sizes of lists will not change.
## InvRef, Items and Items
## InvRef, Items and Stacks
### Adding to a list
### Adding to a List
To add items to a list named `"main"`:
{% highlight lua %}
local stack = ItemStack("default:stone 99")
@ -221,9 +226,9 @@ if leftover:get_count() > 0 then
end
{% endhighlight %}
`"main"` is the name of the list you're adding to.
### Checking for Room
### Checking for room
To check whether a list has room for items:
{% highlight lua %}
if not inv:room_for_item("main", stack) then
@ -231,18 +236,18 @@ if not inv:room_for_item("main", stack) then
end
{% endhighlight %}
### Taking items
### Taking Items
To remove items from a list:
{% highlight lua %}
local taken = inv:remove_item("main", stack)
print("Took " .. taken:get_count())
{% endhighlight %}
### Contains
### Checking Inventory Contents
This works if the item count is split up over multiple stacks,
for example looking for "default:stone 200" will work if there
are stacks of 99 + 95 + 6.
To check whether an inventory contains a specific quantity of an item:
{% highlight lua %}
if not inv:contains_item(listname, stack) then
@ -250,10 +255,13 @@ if not inv:contains_item(listname, stack) then
end
{% endhighlight %}
This works if the item count is split up over multiple stacks.
For example checking for "default:stone 200" will work if there
are stacks of 99 + 95 + 6.
### Manipulating Stacks
Finally, you can manipulate individual stacks like so:
You can manipulate individual stacks:
{% highlight lua %}
local stack = inv:get_stack(listname, 0)